Unreal Tournament Extension Pack
Moderators: Master_Kale, TNM Team
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- NSF
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- Location: Blue Mountains, Australia
Unreal Tournament Extension Pack
http://www.moddb.com/mods/unrealtournam ... nsion-pack
I searched for this on the forums and didn't find it so I apologise if this is old news.
It's an SDK Extension Pack for Unreal Tournament that provides/will provide lots of updates to the Unreal 1 engine, it also suggests on the Moddb page that it could be ported to DX 1.
Allot of the features look interesting, could it possibly be useful for the HDTP?
The grass generator would be nice, especially on Liberty Island.
I searched for this on the forums and didn't find it so I apologise if this is old news.
It's an SDK Extension Pack for Unreal Tournament that provides/will provide lots of updates to the Unreal 1 engine, it also suggests on the Moddb page that it could be ported to DX 1.
Allot of the features look interesting, could it possibly be useful for the HDTP?
The grass generator would be nice, especially on Liberty Island.
- Jetsetlemming
- Illuminati
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Ooh better keep an eye on that.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
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- Illuminati
- Posts: 3441
- Joined: Tue Oct 18, 2005 3:57 am
- Location: Adelaide, South Australia
- Contact:
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- NSF
- Posts: 53
- Joined: Tue Nov 13, 2007 5:58 am
- Location: Blue Mountains, Australia
They released something, the guys at OldUnreal have only just been able to program patches because of *something* EpicGames released.Michael_TSM wrote:I'm quite sure that Epic Games has not released all the code for any of their unreal based games, meaning that it's impossible to replace all the code.
Yeah it's been done. Nick has overridden several native functions for TNM, and Jim's DX ogg player does something similar.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
We haven't modified the SDK, we've just written some custom dll's and such. It's all for TNM-specific features, nothing I think anybody else will want to use. Except the UI fix, but we've already released that. Jim's ogg player is publically available, just ask over on the DXE forums or something.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Presumably by entirely rewriting the renderers used, or by a really hacky method (see below).
Bloom is really just a (ugly) way of adding edge blurring to brighter colours: there's already a really horrible (but nonetheless effective) bloom hack for some of the later unreal builds that essentially places a scriptedtexture across your field of view, and renders the entire scene to that texture, with accentuated blur on brighter areas. Sort of like holding a photo of a scene in front of a security camera: the end view is basically the same.
Can't see that particular method working in unreal 1, what with the strict 8-bit colour maximum on all textures (scripted or not), but something similar might be possible.
Bloom is really just a (ugly) way of adding edge blurring to brighter colours: there's already a really horrible (but nonetheless effective) bloom hack for some of the later unreal builds that essentially places a scriptedtexture across your field of view, and renders the entire scene to that texture, with accentuated blur on brighter areas. Sort of like holding a photo of a scene in front of a security camera: the end view is basically the same.
Can't see that particular method working in unreal 1, what with the strict 8-bit colour maximum on all textures (scripted or not), but something similar might be possible.