Another, quite simple wish: Ability to have Splash screens with alpha channel, PNG or TGA format!
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I just wish this cloud be integrated into Unreal (thoues UDK), by default:
http://www.geomerics.com/products.htm
http://www.youtube.com/watch?v=nLZU-JC6Hqc
It's already in use in Dust 514 by CCP.
It would be co great to get rid off all light mapping, especially for outdoor scenes.
Ok. I can dream on and on ;p.
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Even though I don't have a real hope that someone from Epic is actually reading this thread:
The Content Browser in conjunction with the Material/Instance Editor is currently a pain to use as it can't be minimized and always needs to be closed and reopened if you want to grab a texture reference or PhysMat or whatever. I prefer having it in fullscreen mode, but then I can't access the tabs of existing minimized windows at the bottom.
So my feature request would be to be able to minimize the fullscreen Content Browser to the "tab bar" at the bottom like any other window (or somewhere else where it can easily be opened again after minimizing without needing to fight your way through to the button in the editor tool bar or the menu entry on top) and to have the existing minimized windows down there always on top of everything, so they don't get obscured by the Content Browser. I think that feature already existed in UE2..
Would be great if that could be done, it could probably double the workflow speed.
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SUGGESTION: AnimSet Editor & Extra Meshes
I would like to suggest to allow the user to point the number of “Extra Meshes” that he can preview simultaneously on the ANIMSET editor window. Maybe turning the Extra Mesh into a "populable array" kind of parameter this way we can see more than the 4 default when needed.
Congrats by the thread!
creasso
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Originally posted by Wonderbraz View PostSomeone may have already mentioned it, but it would be nice to have better Wacom tablet support.
Okay I have a suggestion
UTDamageType has the name variables KillStatsName, DeathStatsName, and SuicideStatsName. When making my own damage type, I saw that there was no way to define you own. The rocket launcher uses the following:
KillStatsName=KILLS_ROCKETLAUNCHER
DeathStatsName=DEATHS_ROCKETLAUNCHER
SuicideStatsName=SUICIDES_ROCKETLAUNCHER
There is no documentation on these, and they're not defined in the scripts.
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Originally posted by zalost View PostFor what? Wacom works just like a mouse except with pressure variation. I don't know of anything in UDK that needs that.
Now with the October build, the scroll bars in the content browser window and double clicking items does nothing. It's completely unresponsive to the tablet.
As for why use it? I'm an artist, and switching back and forth between UDK and Photoshop for texture work right now is kind of a pain. That, and I use the tablet for everything these days (keeps the Carpal Tunnel away)
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Originally posted by zalost View PostUTDamageType has the name variables KillStatsName, DeathStatsName, and SuicideStatsName. When making my own damage type, I saw that there was no way to define you own. The rocket launcher uses the following:
KillStatsName=KILLS_ROCKETLAUNCHER
DeathStatsName=DEATHS_ROCKETLAUNCHER
SuicideStatsName=SUICIDES_ROCKETLAUNCHER
There is no documentation on these, and they're not defined in the scripts.
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Another one:
Maybe they are considered legacy or obsolete or just not state of the art anymore, but can't there be such a thing like Projectors again?
Especially now were we have Materials could they be great to attach a whole Material easily and seamless onto surfaces to create such underwater light effects:
[SHOT]http://fc00.deviantart.net/fs14/i/2007/047/c/2/Underwater_Ocean_Floor_Light_by_Della_Stock.jpg[/SHOT]
In the GDC Example Map were they put directly into the texture of the underwater ground, but that's maybe not such a flexible solution.
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