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The early success of the Unreal Engine 3 - incredible

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  • replied
    I see what you mean, basicly if the slope is fairly steap, it can automaticly apply a rock face to it (that about the idea?)

    Just read some of the list above the screenshot for the terian editing shot I found, whas this
    • realtime terrain editing tools allowing artists to elevate terrain, paint alpha layers onto terrain to control layer blending and decoration layers, collision data, and displacement maps.

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  • replied
    no for the texturing.

    yes on the fog layer (i forgot about those pics, thanks)

    but it still needs to handle distance fog more naturally... and such fog layers need to work in LARGE outdoor landscapes as well (perhaps they do)

    as for the texture-by-slope, i dont see it there...

    what im talking about is the ability to automatically apply a texture (i.e. make an alpha) by slope. if you look even at old engines like torque/tribes2 you could apply a texture by a slope and have extremely natural looking terrains instantly.

    it's very simple math and programming compared to all the other stuff they have going on.

    with today's gaming being more and more focused on outdoors, im saying they need to pull up these tools a but more to keep in state of the art (torque/tribes2 have been around since 2001).

    ued itself needs more robust heightfield generation tools and texture operations.

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  • replied
    Originally posted by TseTse

    i DO think unreal is behind on outdoors stuff. that goes for rendering and dev tools.
    MM, say like
    [shot]http://www.unrealtechnology.com/screens/TerrainEditing.jpg[/shot]
    Originally posted by TseTse
    likewise, you need to have more outdoor fog options including the ability to produce fog layers (i.e. have a "top" or "bottom" effect from outside)
    Similar to say
    [shot]http://www.unrealtechnology.com/screens/Groundfog1.jpg[/shot]

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  • replied
    Originally posted by suibhne
    Lithtech is now called Gamebryo. It's used widely, including 1st-person and 3rd-person games. I don't know about any future FPS's planned for the engine - the only upcoming 1st-person title I'm aware of is The Elder Scrolls IV: Oblivion, and that's basically an RPG - but it's still a heavily-licensed engine.
    thanks! :up:

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  • replied
    Originally posted by andreaskem
    Just FYI:
    Soldier of Fortune III will use the Doom 3 engine.

    I thought I should mention it.
    has there been an official annoucment on SOF3?.....

    They last thing i read from Raven was that they would evaluate the series AFTER QuakeIV.... and that NO official announcement has been made.

    By the time SOFIII gets here... if they do it at all.... it will be 2008.

    And i will actually be suprised if Twilight War actually gets released... and can acutally stay in business considering the comp thats out there for poeple willing to pony up a monthly fee.

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  • replied
    Originally posted by Boksha
    Why would you need to back away from traditional BSP oriented optimisation for that? The optimisation tools currently available are perfect for indoor optimisation. Outdoor optimisation can just be brought along with that.
    let me rephrase that.

    they dont need to back away from them, they need to realize that game development has moved on to need different things.

    check csports.net and gamespy. outdoors, large scale environments are the norm now... not tightly zoned bsp areas.

    and it's an entirely different set of tools and optimization challenges (i.e. TERRAIN SHOULD OCCLUDE BY DEFAULT).

    epic needs to really, really focus on that. it's the engine's biggest weakness.

    im primarily do outdoors mapping, and it's always been EXTREMELY frustrating with unreal...

    Originally posted by The_Deacon
    I seem to remember either an interview or a tech demo commentary that mentioned something along those lines had been implemented. I have no source to back this up, my brain just went 'click' when I read what you said though.
    wow, id love to read about that.

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  • replied
    Originally posted by TseTse
    i think they need to back away from the traditional bsp-oriented optimization and such, and bring the engine up to par in terms of terrain terraforming and management (the best terrain creation tools... ever... were in tribes2/torque).
    Why would you need to back away from traditional BSP oriented optimisation for that? The optimisation tools currently available are perfect for indoor optimisation. Outdoor optimisation can just be brought along with that.

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  • replied
    Originally posted by Plumb_Drumb
    So, what ever happened to the Lithtech engine?

    I wonder if it's still being developed.
    Lithtech is now called Gamebryo. It's used widely, including 1st-person and 3rd-person games. I don't know about any future FPS's planned for the engine - the only upcoming 1st-person title I'm aware of is The Elder Scrolls IV: Oblivion, and that's basically an RPG - but it's still a heavily-licensed engine.

    Leave a comment:


  • replied
    Originally posted by TseTse
    you should be able to paint terrain textures by slope, for example, to get ultra-realistic feel.
    I seem to remember either an interview or a tech demo commentary that mentioned something along those lines had been implemented. I have no source to back this up, my brain just went 'click' when I read what you said though.

    Leave a comment:


  • replied
    Originally posted by Devon

    I wish that the UE3 took up the best aspects of other engines, like Cryteks foliage rendering.

    Also, I like Source engine, but it only looked good in Half Life 2, quite complimenting for the best game of all time.:up: Buuuut in the Vampire game, it looked ahem....****ty.
    first of all, i think folks give source and hl2 way too much credit. for 5 years and that much money, i expect decent artwork. beyond Dog and alyx's ***, it was just a boring game imo. it was also surprisingly stale and low poly in many places (forced down linear story lines stretched out by too many puzzles, making a 5 hour game into a 20 hour game cuz they ran out of ideas)


    as for the best aspects of other engines, i dont think the speedtree cuts it for online stuff. we'll see.

    i DO think unreal is behind on outdoors stuff. that goes for rendering and dev tools.

    i think they need to back away from the traditional bsp-oriented optimization and such, and bring the engine up to par in terms of terrain terraforming and management (the best terrain creation tools... ever... were in tribes2/torque).

    the basic heightfield gen stuff you see in tribes2/torque or worldmachine should be included.

    you should be able to paint terrain textures by slope, for example, to get ultra-realistic feel.

    there needs to be better FOG systems, where it effectively fades out to the fog color NOT to the sky box. likewise, you need to have more outdoor fog options including the ability to produce fog layers (i.e. have a "top" or "bottom" effect from outside)

    if UE3 polishes off the tools with strong, strong outdoor-oriented dev options i think it will maintain dominance.

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  • replied
    So, what ever happened to the Lithtech engine?

    I wonder if it's still being developed.

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  • replied
    Originally posted by Xipher
    SpeedTree?
    Yeah, that's it. :noob:

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  • replied
    Originally posted by Xipher
    SpeedTree?
    Yes

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  • replied
    Originally posted by placebo
    There's a feature (3rd party?) for UE3 that's going to do that. Can't remember what it's called.
    SpeedTree?

    Leave a comment:


  • replied
    Originally posted by Devon
    I wish that the UE3 took up the best aspects of other engines, like Cryteks foliage rendering.
    There's a feature (3rd party?) for UE3 that's going to do that. Can't remember what it's called.

    Leave a comment:

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