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Thread: News From Epic Games - January 2012 UDK Beta Released

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  1. #1
    weephun
    Guest

    News From Epic Games - January 2012 UDK Beta Released

    Epic Games Releases January 2012 Unreal Development Kit Beta

    Epic Games, Inc. has released the January 2012 Unreal Development Kit Beta, the latest version of the free edition of Unreal Engine 3 that provides access to the award-winning 3D game engine and toolset used in blockbuster video game development, architectural visualization, mobile game development, 3D rendering, digital films and more. The latest UDK beta is available now at www.udk.com/download.
    Unreal Engine Showcase: Chivalry: Medieval Warfare



    Developed by Torn Banner Studios using UDK, Chivalry: Medieval Warfare is a multiplayer melee combat game that was recently named a top pick in IndieDB’s "Best Upcoming Game” category in its Indie of the Year competition. The studio’s president, Steve Piggott, explained how UDK allows his team to stay on the cutting edge of visual technology thanks to regular updates. “Instead of developing a game with an engine for two years and then releasing it with two-year-old technology, developers have the opportunity to launch with the latest version and keep updating it even after release. That's a really powerful thing.” Read more.
    We have showcases of some of the most outstanding video game, architectural visualization, and mobile apps using UDK atwww.udk.com/showcase and www.unrealengine.com/showcase. Also be sure to check out the Works in Progress and theReleased Projects forums.
    January UDK Beta Upgrade Notes

    Simplygon Mesh Proxy Tool
    • New Simplygon Merge Tool for combining static meshes



      • Grouped static meshes can be combined into a single static mesh
      • This can greatly improve rendering performance
      • Materials/textures are automatically collapsed and new UVs are generated
      • This tool is fully "non-destructive" - you can modify meshes and remerge, and roll back changes if needed
      • Documentation can be found here
    Unreal Landscape
    • Allows you to paint textures on static meshes interactively in the level viewport


    • Added the ability to save foliage settings to packages and to share them between levels
    • Added tool to change component size for existing landscapes
    • Hide unused landscape UI when no landscapes are available
    Pivot Painter
    • A new 3ds Max tool that automatically generates pivot points for mesh vertices, allowing for advanced foliage animation and other effects



      • Documentation can be found here
    iOS Rendering
    • Added support for color grading


    • Documentation can be found here
    Unreal Editor
    • Added a "Reconnect" button to the "Checkout packages" dialog
      • The function is disabled when a valid connection is established
      • Upon reconnect, the login screen will appear if the connection failed
      • Once the connection is restored, the "Checkout" dialog is reloaded
    • Altered behavior of the "Convert to Static Mesh" operation
      • It not only builds a model from the selected static brushes
      • It also builds dynamic brushes (which includes volumes) and builds from the builder brush (if selected)
      • It treats these as if they were like additive BSP brushes
    • The autosave time is now simply paused during PIE instead of reset
    • The editor is now more responsive during lighting builds
    • Added a context menu option when selecting multiple actors for assigning the material selected from the content browser
    • Auto content saving is now enabled by default for new users and 'content packages to save' can now be specified in the ini
    • Lens flare visualizations will now appear when a lens flare actor is created and will update if any visualization properties are changed on the template lens flare
    • Made the color picker dialog not modal when changing preview background color for textures
    • Unreal Matinee slow-mo tracks will no longer effect viewports in other sub-editor windows (such as Unreal Cascade)
    • Made the wireframe rendering in orthographic viewports consistent in both DX9 and DX11
    • New packages in Unreal Content Browser are now removed from the “New Packages” collection once they've been saved
    • Fixed the Touch Input Kismet” event in Unreal Kismet so that it sends the proper X and Y values
    • When in Kismet’s hit-testing mode, the Kismet block nubs are drawn bigger to make them easier to select without taking up more screen space visually
    • Enabled the “Paste Here right-click menu option for nodes in the Material Editor
    Misc
    New and Updated UDN Pages





  2. #2
    Chosker
    Guest
    great!
    it's awesome to see Landscape getting new features again
    now it only needs Foliage collision and Foliage support for SpeedTrees and it'll be just awesome

    and the simplygon merge tool sounds great too, kinda like to replace MassiveLOD in alot of cases

  3. #3
    Xendance
    Guest
    The simplygon tool looks (pardon language) ****en amazing.

  4. #4
    ironbelly
    Guest
    Ah, we were wondering if we were going to miss a month with it coming today.. Saw the list of features and started to do our little happy dance.. amazing work Epic

  5. #5
    joshua.fontany
    Guest
    Huzzah! I was wondering what happened to January. Nice job guys.

  6. #6
    WedgeBob
    Guest
    Yip-dee-doo, another month, another upgrade... Although upgrades are good, just need to backup projects so one can continue. No harm there.
    Ooh, an hour and 15 minute download...seems like I'll take care of this tomorrow afternoon, then.

  7. #7
    Phopojijo
    Guest
    Amazing release, I was having serious troubles with rectangular landscapes. I assume you can remove from the edges as well, not just inside?

    A map I was making is a somewhat B-shaped terrain atop a structure -- terrain tools would be a godsend if only to help tweak vehicle movement and paths.

  8. #8
    Chosker
    Guest
    Quote Originally Posted by Phopojijo View Post
    Amazing release, I was having serious troubles with rectangular landscapes. I assume you can remove from the edges as well, not just inside?

    A map I was making is a somewhat B-shaped terrain atop a structure -- terrain tools would be a godsend if only to help tweak vehicle movement and paths.
    you could already have a rectangular landscape before. just make a big square, then remove components from the sides to make it narrow
    it's probably a good idea to still do it that way

  9. #9
    Crusha K. Rool
    Guest
    Could someone enlighten me on the sense of the "Convert to StaticMesh" update? In which way is that new feature with the Volume-stuff supposed to be used now?

  10. #10
    ffejnosliw
    Guest
    Quote Originally Posted by Crusha K. Rool View Post
    Could someone enlighten me on the sense of the "Convert to StaticMesh" update? In which way is that new feature with the Volume-stuff supposed to be used now?
    It just means you can convert brushes other than Additive brushes to static meshes now. So, if you had a volume in your map, you could convert the geometry of the volume to a static mesh directly.

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