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    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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        here's one that would make some people delirious Split up the "Engine" package into several other packages, so there's not a bajillion classes all in one spot.

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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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            ^ Probably a good idea.

            I'd still like to see vertex manipulation being visible in the material editor.

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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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                Someone may have already mentioned it, but it would be nice to have better Wacom tablet support.

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                  Originally posted by Wonderbraz View Post
                  Someone may have already mentioned it, but it would be nice to have better Wacom tablet support.
                  For what? Wacom works just like a mouse except with pressure variation. I don't know of anything in UDK that needs that.

                  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 Post
                    For what? Wacom works just like a mouse except with pressure variation. I don't know of anything in UDK that needs that.
                    Apparently you've never tried it. In previous UDK builds, when I tried using the wacom, it always had trouble with the zooming in and out and click draging controls (waay too sensitive, stuff just zoomed out of view).

                    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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                      For the Matinee:
                      While you edit a Matinee and play it. Currently you cannot see any triggered actions of events in the viewport.

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                        Originally posted by zalost View Post
                        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.
                        localisation .int file

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                          Ability to convert FluidSurfaceActor to FluidSurfaceActorMoveable and the other way around.

                          There are probably some other Actors that would fit well into the "Convert to..." concept but ain't yet.

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                            I have a suggestion! Please make the setres console command accept both * and x, e.g. "setres 1024*768" should work the same as "setres 1027x768".

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                              It's easy enough to implement, probably, but why?

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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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