Re: What is UT3 capable of?
C and Java's syntaxes are similar, if not the same, so I'd imagine the scripting is a C derivative. If you know how to code C/Java/PHP/etc it's really a matter of learning the core classes and functions.
Re: What is UT3 capable of?
So its safe to say its nothing like halo script and I'll be learning a brand new language. Does UT editor import BSPS like halo? Or am I going to import meshes make them static and put collisions on them? Oh and can I import the models with multi materials?
edit-
Oh and btw I'm not starting this project for a few more months so I'm just speculating as to what I'm going to do and how ATM.
Re: What is UT3 capable of?
Quote:
Originally Posted by
Inferno
Yes. A exact and authentic port of halo combat evolved to a engine that doesn't have a shitty net code.
Halo without springy vehicle physics just isn't Halo. ;)
Re: What is UT3 capable of?
Quote:
Originally Posted by
Inferno
So its safe to say its nothing like halo script and I'll be learning a brand new language. Does UT editor import BSPS like halo? Or am I going to import meshes make them static and put collisions on them? Oh and can I import the models with multi materials?
edit-
Oh and btw I'm not starting this project for a few more months so I'm just speculating as to what I'm going to do and how ATM.
You can import your whole bsp, or you can break it apart in smart locations so you have plenty of occluder objects (which will help with FPS). The collision can be done in max OR in the editor. And yes, you can use multi materials.
Re: What is UT3 capable of?
Quote:
Originally Posted by
Arteen
Halo without springy vehicle physics just isn't Halo. ;)
Don't worry I'll make sure the warthog has mega suspension just like in the good old days.
And since Halos MP maps are barely even 10,000 polys max I'll probably just have them as single objects.
Re: What is UT3 capable of?
Quote:
Originally Posted by
Inferno
Don't worry I'll make sure the warthog has mega suspension just like in the good old days.
And since Halos MP maps are barely even 10,000 polys max I'll probably just have them as single objects.
Not really a good idea, particularly if you want to up them. If you split up a SMesh into smaller pieces, there are less calculated light/object interactions. Think if it this way, the light cast from firing a dude's gun in Red Base... do you really want your framerate to dip (VERY slightly) in blue base?
As for a CE-style feel... that's what I'm intending with the Chimpire mod... only sped up a little bit to compensate for the mouse/keyboard/netcode precision.