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Scaleform UI to be included with UDK! (UPDATED)

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    #31
    I think Flash Action Scripting 3.0 is to be supported on the next major release (4.0).
    But as mentioned - Scaleform has to write their own compiler and is only supporting the basic functions. They are then "catching up to Adobe" and implementing what people seem to need. It is already awesome now, and the commercial games using it proves how cool this technology is (even with basic Flash script support).

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      #32
      Any information on what we'll get with Scaleform in terms of the related documentation/tutorials, updates, add-ons etc? I was reading the GDC stuff about the 3D UIs, the Scaleform Video etc, and they would be great features to utilize.

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        #33
        Originally posted by Wraiyth View Post
        Any information on what we'll get with Scaleform in terms of the related documentation/tutorials, updates, add-ons etc? I was reading the GDC stuff about the 3D UIs, the Scaleform Video etc, and they would be great features to utilize.
        Patience is the key Wait until UDK + GFx has been released and the tutorials and everything else we need will eventually appear You can't expect stuff like tuts or add-ons for something that's still under development And until UDK ships with GFx integration, GFx and related docs are only available to paying customers of Scaleform afaik.

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          #34
          I only ask because the GDC demos showed it integrated with UT3 and they noted that they had actually integrated it with the engine. Whether that was through DLLBind or the partnership has been long running, I'm not sure. I'm only asking becaus the UIScene samples/documentation is good, I'm hoping that even though its a more powerful UI system, the support won't slip for it because its licensed middleware.
          Aside from that, we're just starting to work on a UI design for the game I'm doing, so knowing the exact capabilities (especially in the 3D stuff) would be great to know

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            #35
            Originally posted by Wraiyth View Post
            I only ask because the GDC demos showed it integrated with UT3 and they noted that they had actually integrated it with the engine. Whether that was through DLLBind or the partnership has been long running, I'm not sure. I'm only asking becaus the UIScene samples/documentation is good, I'm hoping that even though its a more powerful UI system, the support won't slip for it because its licensed middleware.
            Aside from that, we're just starting to work on a UI design for the game I'm doing, so knowing the exact capabilities (especially in the 3D stuff) would be great to know
            You mean support for UIScene? Well...the old UI system will eventually be removed and replaced by GFx if I'm not mistaken, so from what I remember that means, that UIScene won't be available from that point on. Anybody...correct me, if I'm wrong

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              #36
              If you look through Scaleform's site you'll see that integration is already finished and complete for UE3. Not DLLBind and stuff, really integrated, Kismet nodes etc..

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                #37
                Correct, UIScene is being dropped and replaced completely by Scaleform. It's well past it's prime and sorely needed with either a revamp or replacement so thank goodness.

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                  #38
                  Please upload complete learning to use Scaleform in UDK For all
                  thanks for all

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                    #39
                    Originally posted by vahidhatefi View Post
                    Please upload complete learning to use Scaleform in UDK For all
                    thanks for all
                    Erm...did you read the entire thread? There is no public build of UDK with Scaleform GFx integration at this point. That means, that there's no training material available on how to use UDK's GFx implementation. It has been stated, that we won'tget a UDK build with GFx implementation before May (or even later). I think it's better to wait a bit longer, so the devs have the chance to polish things up a bit and do some more testing. I'd rather like to have a 100% working subsystem with complete reference material (code), than some 98% finished stuff without well-commented code ( we want to understand how it works, don't we)

                    Please mates...before asking for tutorials etc...read this thread...completely...thanks :P

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                      #40
                      Originally posted by Steve Polge View Post
                      To be clear, the Canvas and HUD classes are not going away. UIScene and all those associated classes will be going away.
                      Whilst I understand this completely, is there a reason the classes are being omitted from future builds? Leaving them in would be handy for legacy support, especially for users who may choose to 'jump up' between builds in future as their requirements change.

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                        #41
                        i hear the existence of those classes is fairly resource intensive...

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                          #42
                          Just curious... is there anything in Scaleform's portfolio that will not be included?

                          ... if their video package (Scaleform Video) is included... how will that play with BINK?

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                            #43
                            The current UI system is resource intensive (for what it does) and the removal can save a good chunk of memory for licensees. Plus, for licensees, there wouldn't be any reason to use the old system so it would just sit there and take up needless resources while suffering from code rot.

                            Epic is very gracious to make the UDK, but at the end of the day, licensees are the ones they need to cater to so keeping something around just for UDK users doesn't make sense.


                            EDIT: This was in reply to Ambershee's question.... hit the wrong relpy button. :-)

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                              #44
                              also, at some point, a UDK project should really finalize their engine version, and stick to it.

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                                #45
                                So, not being familiar with Flash really, are there any existing editors out there I could create mock-up menu's with in preparation for actual implementation? Or do I need to just sit tight and use some official editor that will come with it? Sorry, it's a noobier question that I'd normally ask but I'm utterly unfamiliar with how Flash stuff is made.

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