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New commands and functions in 227 (Read 46319 times)
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Re: New commands and functions in 227
Reply #120 - 09/12/10 at 09:59:52
 
creavion wrote on 09/12/10 at 09:20:05:
A small question: Lets assume I have build a static mesh terrain on which I place
1. a static mesh plant
2. an other static mesh rock

The static mesh plant should not "receive" any static shadows, only the lighting (so default settings). It also should not "send" any static shadows, because I would use a Map Projector for this.

The static mesh rock however should "receive" and should "send" static shadows to the main static mesh terrain.

Sounds some kind of conflict, doesnt it?

Then mark the plant static mesh actor to have bShadowCast = false (under Display settings).
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Re: New commands and functions in 227
Reply #121 - 09/14/10 at 18:51:16
 
.:..: wrote on 09/10/10 at 09:29:36:
Added option for StaticMeshActors 'bBuildStaticLights' which means editor will raytrace per vertex light data for it (so other objects in map can cast shadows on those static meshes) but it also means that their lightmap will be static (only dynamic lights can be applied on top of that).



AT LEAST! Grin Grin

Will static meshes be easily importable from normal meshes like in ued 3.0?? Smiley

and one thing - will you guys put ready to use static meshes to 227g??
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« Last Edit: 09/14/10 at 18:52:22 by Dozey »  

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Re: New commands and functions in 227
Reply #122 - 09/14/10 at 19:18:06
 
Dozey wrote on 09/14/10 at 18:51:16:
AT LEAST! Grin Grin

Will static meshes be easily importable from normal meshes like in ued 3.0?? Smiley

and one thing - will you guys put ready to use static meshes to 227g??

1. as obj importable (better format as ase or lwo IMHO)

2. That depends .. I  guess mostly of me?! Most likely some plants and trees.
...
A small beach-tropical set dm map I am working on, somewhere on na pali with a new expanded "GenEarth" like texturepackage, but more "jungly". I tried my best to keep the typicial unreal 1 texture feeling anyway. S3TC version will also be available, optional.
http://img12.abload.de/img/genearthstyletextures676i.jpg
Dont expect DieHard skills from me.. but compared with the sh1tty package delivered with Antalius its a huge jump for me.. at least.
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Re: New commands and functions in 227
Reply #123 - 09/17/10 at 16:09:31
 
UED2 added out of UED1 known check: "An Actor class named Example already exists! Do you want to replace it?" dialog for duplicate class names, to prevent messing up an existing class by accident.
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Re: New commands and functions in 227
Reply #124 - 10/03/10 at 12:17:12
 
UED2:
Added support for import multiple .obj files at once.
Added display Texture size 512 and 1024 (will only work if window size is big enough)
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Re: New commands and functions in 227
Reply #125 - 10/08/10 at 09:26:32
 
More new stuff:
  • Additional native functions:
PlayerPawn:
native(549) final function bool IsPressing( byte KeyNum );

- Returns true if player is holding down that key number.
GameInfo:
native(920) final function bool LoadTravelInventory( PlayerPawn Other );

- (Servers only) Force to load travelling inventory for a client (returns true if inventory was found).
  • Updated network codes which prevents some client crashes as-well as improves server performance.
  • Added replication modifiers:
Actor:
bSkipActorReplication - Do not replicate any actor properties.
bRepAnimations - Do replicate animation updates.
bRepAmbientSound - Do replicate ambient sound.
bSimulatedPawnRep - Replicate physics like for Pawns.
bRepMesh - Do replicate mesh + skins.
Pawn:
bRepHealth - Do replicate health to others than player himself.
ZoneInfo:
bRepZoneProperties - Do replicate all standard zoneinfo properties.
Inventory:
bRepMuzzleFlash - Do replicate muzzle flash.
bRepPlayerView - Do replicate player view properties.
(these replication modifiers are not visible in UScript replication blocks, only in C++ codes)
  • Added mesh import feature to define polygon flags upon mesh import by adding FLAGS=XXX after settexture exec lines.
As example:
#EXEC MESHMAP SETTEXTURE MESHMAP=PRVMesh NUM=2 TEXTURE=Glass FLAGS="Translucent,TwoSided,Environment"
Available flags are:
Invisible, Masked, Translucent, Modulated, Flat (flat shading), Alpha (alpha blending), TwoSided, Unlit and Environment.
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« Last Edit: 10/08/10 at 18:27:10 by .:..: »  
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Re: New commands and functions in 227
Reply #126 - 11/07/10 at 18:16:51
 
  • Added to zoneinfo 'FadeTime' for distance fog, so distance fog blends smoothly to new fog properties.
  • Added new texture modifiers: MaterialSequence (good for screenshots), TexCombiner (to combine 2 textures in specific way), ScriptedTextureX (more advanced scriptedtexture).
  • Updated TrailEmitter to draw a single mesh more smoothly rather than multiple segments of meshes.
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Re: New commands and functions in 227
Reply #127 - 11/10/10 at 09:30:43
 
Added editor "Copy defaultproperties" and "Paste defaultproperties" to copy/paste defaultproperties block in Class Browser.
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Re: New commands and functions in 227
Reply #128 - 12/15/10 at 09:11:40
 
UED2: Added "Load Entire Package" button into Texture/Sound and Meshbrowser
UED2: Added MeshMover support in MoverMenu
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Re: New commands and functions in 227
Reply #129 - 12/20/10 at 14:06:30
 
Some with UEngine 2 experience may know this:
http://h-2.abload.de/img/decolayersb1c.jpg

UEngine 2 heightmaps can be painted with decolayers, which are always unlit (with the next nearby color).

No, I am not gonna tell you heightmaps got included. Dont get me wrong. But with normal static meshes you can do this now as well

Picsize: 1,59 MB
http://www.abload.de/img/foilage1plx.png

To get that effect you have to do the following:
bBuildStaticLights, bComputeUnlitColor (under StaticMeshActor)
and bUnlit = True (Display)
Rebuild lighting and be happy! Thanks again to dots for including this feature after my request.
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Re: New commands and functions in 227
Reply #130 - 02/27/11 at 08:52:09
 
  • Added 2 new editor consolecommands:

OBJ EXPORTFONT NAME=<fontname>
It will extract all font textures to System\<Fontname> folder.
OBJ IMPORTFONT NAME=<fontname> FORMAT=<file extension: bmp/pcx>
Imports the modified font textures from the folder it was extracted to.
  • Added support for footstep texture sounds for vertex/static meshes too.
  • Added new audio (FMod/ALAudio) consolecommands:

GetMusicOffset - Outputs currently playing music offset (Modules in currently playing row, Streaming tracks in MS).
SetMusicOffset <Row/MS> - Set currently playing music offset to.
GetMusicLen <Music name> - Get music length (Modules in number of rows, Streaming tracks in MS).
GetMusicType <Music name> - Get the type of music (IT/S3M/MIDI/STREAM).
  • Updated musicmenu to have play offset scrollbar (only works in FMod/ALAudio drivers).
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« Last Edit: 02/27/11 at 16:19:05 by .:..: »  
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Re: New commands and functions in 227
Reply #131 - 03/10/11 at 16:33:41
 
UED2: added export and batchexport for vertex meshes
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Re: New commands and functions in 227
Reply #132 - 05/16/11 at 18:15:23
 
  • Modified editor class browser to append star (*) after class name if the class is not placeable in level (marked abstract, nousercreate or transient).
  • Added support for DrawText color codes (similar to Unreal Engine 2).
  • Added 2 color code functions in GameInfo:

Code:
static native final function StripColorCodes( out string S ); // Strip color codes from a string
static native final function string MakeColorCode( color Color ); // Make a color code string 

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Re: New commands and functions in 227
Reply #133 - 05/16/11 at 18:52:47
 
added a scalable Translator for higher resolutions
added "export selected package" for classes in UED
added support for projector decals to fix decals not working on static meshes.
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Re: New commands and functions in 227
Reply #134 - 05/16/11 at 20:16:02
 
Looks really neat. Thumbs up to the designer.
http://www.abload.de/img/vortex2-2011_5_16_21_6475h.jpg
Although "Unreal: The first Encounter HD (on NaPali)" comes into my mind now.
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« Last Edit: 05/16/11 at 20:17:02 by creavion »  

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Re: New commands and functions in 227
Reply #135 - 10/15/11 at 20:55:54
 
227i implementations:

UED: added a reset button for the brush builders

added RawHIDInput for mouse input to fix the problems with DirectInput
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« Last Edit: 10/15/11 at 20:56:28 by Smirftsch »  

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Re: New commands and functions in 227
Reply #136 - 10/16/11 at 07:04:28
 
reset button nice   I posted a note earlier about adding set of buttons next to the 3d shapes buttons  to reset  the rotation  centering  and sizing  etc.
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Re: New commands and functions in 227
Reply #137 - 10/18/11 at 04:30:33
 
.:..: wrote on 09/12/10 at 09:59:52:
creavion wrote on 09/12/10 at 09:20:05:
A small question: Lets assume I have build a static mesh terrain on which I place
1. a static mesh plant
2. an other static mesh rock

The static mesh plant should not "receive" any static shadows, only the lighting (so default settings). It also should not "send" any static shadows, because I would use a Map Projector for this.

The static mesh rock however should "receive" and should "send" static shadows to the main static mesh terrain.

Sounds some kind of conflict, doesnt it?

Then mark the plant static mesh actor to have bShadowCast = false (under Display settings).




According to Frieza, bShadowCast was not working in 227h.  I haven't tested or confirmed this yet, nor do I know exactly what he was doing but, I think he mentioned something about wanting to disable decoration shadows via bShadowCast = False...idk if it works like that...but just something to look out for I suppose? Tongue
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Re: New commands and functions in 227
Reply #138 - 10/18/11 at 06:36:45
 
var(Display) bool            bNoDynamicShadowCast;      // Don't cast projector/decal shadows. Does not affect BSP shadows!

Wink

It does work, but it doesnt work the way he wanted to use it. The one above should do the trick.

I know a lot of things need more documentation yet, but on the other hand it would be nice if people wouldn't give up so fast and blaming the patch then....Sad
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Re: New commands and functions in 227
Reply #139 - 10/19/11 at 19:20:52
 
proper documenting for all the new features and functions and fixes...what they all specifically do etc...would definitely be useful and nice Tongue =)
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