Will you guys release a version of UDK for specific level design for Project Stealth? If so that'd be awesome cause I'd love to make levels for the game, and maybe even prove myself, so I can maybe even make levels for the second game. lol
I think it's not going to be in BETA, but as far as I know it will definitely be something similiar to the CT one?
If so AgentXmas can confirm it for you.
Quote from: SpitworldZero on January 06, 2011, 06:43:52 AM
Will you guys release a version of UDK for specific level design for Project Stealth? If so that'd be awesome cause I'd love to make levels for the game, and maybe even prove myself, so I can maybe even make levels for the second game. lol
Yes there is a map editor planned so that people can infact make thier own maps.
It will have the same features as UDK but also some new features added to accomodate special texturing packaging etc.
As well as it's not recommended to make very advanced maps, because if you learn a new feature and do it now, there is a chance that it will be disabled and removed in Project Stealth Unreal Editor, that is the reason why I only so far making a layout and static meshes.
You are lucky staticmeshes are easily upgradable to PS-meshes in that case, Dread.
Quote from: LennardF1989 on January 06, 2011, 02:17:05 PM
You are lucky staticmeshes are easily upgradable to PS-meshes in that case, Dread.
Well yeah, I know that, that why I use them, but there could be a chance if you use a UDK feature it could possibly be removed right?
Quote from: DreadStunLock on January 06, 2011, 02:24:29 PM
Quote from: LennardF1989 on January 06, 2011, 02:17:05 PM
You are lucky staticmeshes are easily upgradable to PS-meshes in that case, Dread.
Well yeah, I know that, that why I use them, but there could be a chance if you use a UDK feature it could possibly be removed right?
well ehm... I guess putting lights on it won't hurt anyone... :D
UDK features won't be removed. Takes more time for us to remove them. We've stripped down UDK, but not really the editor.
You can already start making maps. Use the conventions set by SCCT for the Unreal Units. Aka, Spy is 192 UUs instead of the 72 or something of the UDK characters.
But isn't there a disadvantage of that?
No.
didn't you say the binary code has to be exactly the same to Join someone? So... for new maps a new install.exe?
I doubt the new maps will change that ??? :O
Quote from: DreadStunLock on January 06, 2011, 08:04:42 PM
I doubt the new maps will change that ??? :O
Correct. We're only talking about code here.
You should check out the kismet video on the main page because if I remember correctly, it's pretty much a tool for map making.
?
The kismet video at the front, though, is way to small for anyone to see. lol. I can't even put it in full screen.
Watch it on IndieDB: http://www.indiedb.com/games/project-stealth
Or via the video-section of the site :p
Yeah, but they are so ridicilous in quality QQ
We haven't changed the lighting as far as I know.
Not as far as I know. And god rays are in UDK since August 2010.
Is there anything similiar to god rays, but for night times?
Yes... god rays with a slightly blue color for moonlight. And you can make that also green or purple... that's no real difference.
But moonlight would have a directional light, because it doesn't really 'shine'.
Uuuuh, Neon god rays, that sounds actually very fancy oOo
You might be able to link to the same data-object. Matinee exports its data via one of the outputs as far as I know.
Is there any particular reason, why UDK doesn't allow you to put multiples of different type of textures on 1 side of the wall? Like you can only place 1 type of a texture, but you can't somehow cut it, to make nother one :/
You can paint materials. It's a bit of a weird process, but it's possible to do something like alpha mapping on them. Nice for a stone material and then having a 'sand' material on top of it. Really cool effects!
Ehhh, ok? But you sure you know what I mean?
What I really meant was, Have 1 wall, and have half of that wall in Red, and the other in Green. But so far I haven't been able to figure how to do that, nor believe there is a method to do that unless to combine those colours together as 1 texture, but that can be a nuissance.
Yes. That's the way the cookie crumbles, as far as I know.
Great, that means I am fucked xD
Yeah, I kind of figured that, but don't you guys think that a very bad flaw in UDK? They make it so you can make your own games, but they can't do such a simple code to let you cut the walls into different sections?
That's called: make multiple parts of the BSP wall.
If you want fancy stuff, which BSP is NOT, you have to model it. Then you can do whatever you want.
See what I mean? External work :P But I guess....still it's unfair...and unfriendly to new users.....meh.....bleergh
Yeah, that is true, but to be honest, they should make that implemented...
Naah, 3ds Max pwns them all :P
There's a Structure Mode or w/e in which you can extrude BSP and so on. Pretty useful to shape some more 'complex' BSP.
Quote from: frvge on January 18, 2011, 11:38:10 PM
There's a Structure Mode or w/e in which you can extrude BSP and so on. Pretty useful to shape some more 'complex' BSP.
Seems interesting. I'll have a more in-depth look at that.
So far as I know, the less BSP the better. Once the geometry gets even a little complex, Static Meshes are less resource intensive than BSP.