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[227g31] Feature: EFF YEAH!
Posted: Mon Jun 21, 2010 7:33 pm
by creavion
edit: picture replaced through forum friendly thumbnail
Re: [227g31] Feature: EFF YEAH!
Posted: Tue Jun 22, 2010 12:43 am
by KillerSkaarj
....................
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I..... I.... it.... it's so.....
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EFF YEAH!
UT99 Engine, eat it.
Re: [227g31] Feature: EFF YEAH!
Posted: Tue Jun 22, 2010 5:27 am
by Skw
UT2004 tree?!
Or what?
Re: [227g31] Feature: EFF YEAH!
Posted: Tue Jun 22, 2010 7:23 am
by Gizzy
Congratulations to the devteam for achieving this amazing feat.
Re: [227g31] Feature: EFF YEAH!
Posted: Tue Jun 22, 2010 9:51 am
by creavion
But I guess there is still a long way to the final.. at least I recently sent Smirftsch a 21 point bug/wrong things/issue list .. hehe..
Look here and you will know what I mean:
http://img15.abload.de/img/projectorlimitsi6ey.jpg
BTW: Everything on that picture.. is based on static meshes.
Re: [227g31] Feature: EFF YEAH!
Posted: Tue Jun 22, 2010 2:41 pm
by .:..:
You might want to change the tree mesh actors Style to STY_AlphaBlend for better sorting.
Re: [227g31] Feature: EFF YEAH!
Posted: Tue Jun 22, 2010 3:45 pm
by Age
Do very default meshes work as static meshes or do we need to somehow convert them first?
Re: [227g31] Feature: EFF YEAH!
Posted: Tue Jun 22, 2010 4:04 pm
by creavion
You might want to change the tree mesh actors Style to STY_AlphaBlend for better sorting.
lol.. I would be grateful if I would have known that some hours ago xD
You are a little bit to late.. ^^
BTW: I noted that it is fatal to change all static mesh actors to STY_AlphaBlend... in that case you also get graphicial glitches as it seems, only using on sms with alphablend textures.
Age: There are 3 types of meshes.
VertexMeshes (LODMeshes), Skeletalmeshes and StaticMeshes. Actually you can not convert normal meshes to static meshes.
Re: [227g31] Feature: EFF YEAH!
Posted: Tue Jun 22, 2010 6:53 pm
by Gizzy
I hope this StaticMesh feature is very well documented...Along with alpha blending xD
But on a more serious note, I opened the editor and looked at the mesh browser and the tickboxes for each of the mesh types are really hard to click (I have to click to the right of each name and sometimes the name disappears :/ )
Re: [227g31] Feature: EFF YEAH!
Posted: Wed Jun 23, 2010 5:48 am
by Skw
Does UT2004 static meshes work directly with Unreal 227g?
Like copy&paste&open
Re: [227g31] Feature: EFF YEAH!
Posted: Wed Jun 23, 2010 6:20 am
by creavion
Well,
UT2004 Ed:
Static Mesh -> Right Click -> Convert -> To Brush
U227g Ed:
Brush -> Right Click -> Convert -> To Static Mesh
Textures were dropped with 3D Ripper DX, also possible with UTPT - but much slower IMO. A direct export of ut2004 textures is not possible, since they are broken after export in that way that u22ged can not import them (yes, btw dds textures).
Believe me, this is really great. You can not imagine how much work it was before to convert static meshes from ut2004 to normal meshes with Meshmaker.
BTW: Will later - if I am at home again - upload the yesterday made testmap - in Antalus style hehe.... of course only interesting for the tester. (but can not upload it on a public site for obvious reasons)
Edit: It was forgotten to implement a direct save/load function for static mesh content.. yes so far it is not possible to save static meshes, with the expection of MyLevel, but this will come with the next dev-version.
Edit 2: It is only a problem if you make your own static mesh stuff in the ed through brushes. The same problem as like with uengine 2 ed. The UVs were screwed up, but since you can import and export objs anyway, it is supposed to make static meshes in a 3d modelling programm. But unlike uengine 2 ed own in the ed made static meshes are ok regarding lighting, they also look very smoothly.
Re: [227g31] Feature: EFF YEAH!
Posted: Wed Jun 23, 2010 12:36 pm
by GreatEmerald
Yea, now you can use SM smoothing, very nice. I'd love to see the original Unreal maps with smoothed walls and terrain...
Re: [227g31] Feature: EFF YEAH!
Posted: Wed Jun 23, 2010 4:12 pm
by Hyper
I have no idea where you are talking about. Which EFF do you mean by the way?
EFF may refer to:
* The Effective Federal funds rate
* Electronic Frontier Foundation, a U.S. non-profit advocacy group
* Economic Freedom Fund, a U.S. political organization
* Equipped for the Future, a U.S. non-profit adult literacy project
* Election Fighting Fund, a UK fundraising organisation in the 1910s
* Ethiopian Football Federation, the governing body of football in Ethiopia
* Evergreen Freedom Foundation, a U.S think-tank
* European Fisheries Fund, a fund allocated by the European Union
* DC Environmental Film Festival, a festival held annually in Washington, DC
Eff may refer to:
* The English spelling of the letter f
* The pronunciation equivalent of an F indicating a failing grade US Education Grading System
* A euphemism for the word fuck
Re: [227g31] Feature: EFF YEAH!
Posted: Wed Jun 23, 2010 4:36 pm
by Matrix224
I have no idea where you are talking about. Which EFF do you mean by the way?
EFF may refer to:
* The Effective Federal funds rate
* Electronic Frontier Foundation, a U.S. non-profit advocacy group
* Economic Freedom Fund, a U.S. political organization
* Equipped for the Future, a U.S. non-profit adult literacy project
* Election Fighting Fund, a UK fundraising organisation in the 1910s
* Ethiopian Football Federation, the governing body of football in Ethiopia
* Evergreen Freedom Foundation, a U.S think-tank
* European Fisheries Fund, a fund allocated by the European Union
* DC Environmental Film Festival, a festival held annually in Washington, DC
Eff may refer to:
* The English spelling of the letter f
* The pronunciation equivalent of an F indicating a failing grade US Education Grading System
* A euphemism for the word fuck
^
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Re: [227g31] Feature: EFF YEAH!
Posted: Wed Jun 23, 2010 5:19 pm
by creavion
I have no idea where you are talking about. Which EFF do you mean by the way?
EFF may refer to:
* The Effective Federal funds rate
* Electronic Frontier Foundation, a U.S. non-profit advocacy group
* Economic Freedom Fund, a U.S. political organization
* Equipped for the Future, a U.S. non-profit adult literacy project
* Election Fighting Fund, a UK fundraising organisation in the 1910s
* Ethiopian Football Federation, the governing body of football in Ethiopia
* Evergreen Freedom Foundation, a U.S think-tank
* European Fisheries Fund, a fund allocated by the European Union
* DC Environmental Film Festival, a festival held annually in Washington, DC
Eff may refer to:
* The English spelling of the letter f
* The pronunciation equivalent of an F indicating a failing grade US Education Grading System
* A euphemism for the word fuck

.. beyondunreal.. UT3 Demoguy ... whatever.
Re: [227g31] Feature: EFF YEAH!
Posted: Wed Jun 23, 2010 7:08 pm
by creavion
Re: [227g31] Feature: EFF YEAH!
Posted: Wed Jun 23, 2010 9:15 pm
by スマイル・ドラゴン
So you put the rectangle obstacle from Battlezone the 1980 Atari Arcade game into Unreal... big deal...
Re: [227g31] Feature: EFF YEAH!
Posted: Thu Jun 24, 2010 5:22 am
by Skw
Yea, now you can use SM smoothing, very nice. I'd love to see the original Unreal maps with smoothed walls and terrain...
OMG!
Tesselation?
Re: [227g31] Feature: EFF YEAH!
Posted: Thu Jun 24, 2010 9:59 am
by creavion
So you put the rectangle obstacle from Battlezone the 1980 Atari Arcade game into Unreal... big deal...
Ehm.. yes! On that shot one of the MapProjectors was only selected. (which are responsible for the moss patches on the grass). The meaning of that was to show you how else you could use those actors in your maps. I did not know that I have do comment any small detail, I was very sure that this woul be obvious for anybody...
In case of a joke let me give you this:

(: was requiered... sry
Re: [227g31] Feature: EFF YEAH!
Posted: Mon Jun 28, 2010 6:22 pm
by Jet v4.3.5
Yea, now you can use SM smoothing, very nice. I'd love to see the original Unreal maps with smoothed walls and terrain...
Where is the SM smoothing again, or is that just automatic for all SM or something?
Re: [227g31] Feature: EFF YEAH!
Posted: Mon Jun 28, 2010 7:19 pm
by Blu3Haz3
Will there be static grass??? that way it doesn't look like moss everywhere lol... and btw, the shadow casting... does that go for the players them selves too??? or just static objects... It would be wild to see shadows on classes made by themselves.
Re: [227g31] Feature: EFF YEAH!
Posted: Mon Jun 28, 2010 7:30 pm
by Blu3Haz3
I'm going to enjoy finishing my project with 227g. You guys are doing a bad ass job haha, and EFF YEAH!
Re: [227g31] Feature: EFF YEAH!
Posted: Mon Aug 16, 2010 10:25 pm
by Gizzy
Siiiiiick!
Static Meshes rawk.
Re: [227g31] Feature: EFF YEAH!
Posted: Mon Aug 23, 2010 12:29 pm
by Gizzy
Just a quick question regarding the new static mesh support.
Can the user only import them via t3d/obj, or will there be an option to allow them to use UCC to #EXEC OBJ IMPORT them somehow?
Re: [227g31] Feature: EFF YEAH!
Posted: Mon Aug 23, 2010 1:11 pm
by .:..:
Only in editor, so no #exec commands for them.
You can still use "#exec obj load file=XXX package=YYY" to implement saved static mesh packages though.