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Feito na UDK, Hawken mostra um impressionante combate entre MECHs

Desenvolvido por produtores indie utilizando a UDK, Hawken está deixando os fâns do gênero combate Mech de cabelos em pé.

O trailer mostra uma ótima ambientalização futurística e um combate intenso usando robos gigantes na famosa fórmula de sucesso do combate usando Mech. Animações de ferragens muito bem detalhadas e um cenário de uma metrópole caótica mostram o potencial que este título multiplayer reserva para os fãns do gênero.


Um jogo feito na UDK

Produzido a cerca de 1 ano, o jogo multiplayer impressiona pela qualidade gráfica, ambientalização futurística e muita guerra. Quando a equipe da Adhesive Games resolveram criar Hawken , eles não tinham quase nenhuma experiência usando Unreal Engine 3.

Para Le Khang, diretor de arte da Adhesive Games, o foco estava em encontrar uma solução robusta que poderia mostrar uma visão graficamente intensa que ele tinha para o jogo em um calendário apertado e com a qualidade AAA.

Le e sua equipe decidiram usar UDK para o jogo, porque, quando veio a Unreal Engine 3, ele diz, "Nós estávamos familiarizados com a sua reputação como motor de jogos, possivelmente o melhor licenciamento na indústria. Ser capaz de iniciar a produção utilizando um motor de jogo de ponta sem nenhum custo start-up oferece uma oportunidade importante para os desenvolvedores indie como nós. "
A Adhesive Games consideradou outras opções antes de escolher UDK, mas Le explica que rapidamente emergiu como o favorito.

"Uma vez que decidiu-se criar um jogo multiplayer com gráficos intensos, o Unreal Engine parecia a escolha certa. Com Unreal você começa com um motor de console pronto que tem a aprovação mostrada no mercado com os recordes de jogos vendidos. "Além disso, a UDK capacidades de prototipagem antes de qualquer processo. "Com um mês desde o início de Hawken ", diz Le", fomos capazes de testar um protótipo."


Ferramentas de encher os olhos

Quanto à funcionalidade real das ferramentoas usadas na Unreal Engine 3, Le encontrou muitas aplicações úteis."Percebemos que muitos dos recursos disponíveis com UDK só chegou a este estado de qualidade porque o motor foi usado muitas e muitas vezes na produção de jogo. Isto inclui a facilidade de uso das coisas como arquétipos e listas de propriedade pesquisáveis, "porca e parafusos" para o sistema de embalagem, bem como as características principais. Há uma grande profundidade nos recursos do motor. Casas pré-fabricadas são grandes, o nosso método kitbash usado para criar os nossos níveis requer um sistema muito robusto de prefab na UDK".

Quando se trata de trabalhar com UDK, em vez da versão completa do código fonte do Unreal Engine 3, Le e sua equipe ficaram impressionados com a flexibilidade UDK, a despeito da preocupação inicial."Nós tivemos algumas preocupações iniciais de que usando apenas o que estava disponível em UDK pode limitar-nos artisticamente, mas no geral os artistas têm sido muito felizes com a facilidade e o poder da UDK. Ele permite que nossa pequena equipe seja capaz de criar um título com o triple-A de qualidade visuais.

Grandes gráficos e pouco orçamento

"O visual de Hawken têm sido elogiado universalmente e comparados com o trabalho de estúdios de grande orçamento. O time de desenvolvimento estava um pouco cético sobre o uso apenas UDK e UnrealScript, mas isso mudou ao longo do curso do desenvolvimento."Trabalhando em ritmo impressionante, a equipe inclinou-se sobre a documentação extensiva através da Epic Unreal Developer Network (UDN) e estendeu a mão para outros desenvolvedores que usaram UDK para seus projetos."Temos procurado os documentos UDN, bem como tutoriais on-line.



Um aprendizado com base em tutoriais gratuitos da Internet

Usando um motor à disposição ao público significa que não é apenas possível, mas provável que haverá informações on-line sobre o que estamos tentando realizar. Além disso, a comunidade UDK tem sido muito favorável. Muitas vezes percorremos o fórum e lemos o que é possível ou não antes de tomarmos decisões de projeto. "As atualizações frequentes da UDK também foram muito úteis para a Le e sua equipe. "A atualização UDK mensal é muito valiosa para nós. Muitas vezes descobrimos que uma característica que precisávamos, que não estava lá quando começamos Hawken, é agora integrado na última versão disponibilizada daUDK. "

A equipe da Adhesive Games está finalizando planos de distribuição de Hawken e planeja lançar o jogo no próximo ano.

Por Clovisbatebola

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Download UDK beta de Junho

June 23, 2010 – Epic Games, Inc. has released the June 2011 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more.

Epic is committed to providing the UDK community with regular software releases at no charge, and the latest beta is available now at www.udk.com/download.

This month, we’d like to bring your attention to the Hawken UDK showcase. Hawken is a multiplayer mech combat game that is receiving early praise for its aesthetic style and ground-stomping gameplay. Adhesive Games Art Director Khang Le says that with UDK "you get a console-ready engine that has been proven with bestselling released games. Within a month of starting Hawken, we were able to test out a prototype.” Read more here.
Screenshot Hawken
Have something cool to show us? UDK projects can be promoted to the community in the Works in Progress forum and the Released Projects forum.

It’s easy to sign up as a commercial UDK developer online. Have questions? Check out our FAQ.

June 2011 UDK Beta Upgrade Notes

New Foliage Editor

  • Quickly paint instanced foliage and decoration using the new foliage system.
  • Meshes and settings to be used by the foliage painting tool can be set up in the foliage editor, which is enabled through the Foliage Mode button in the toolbox.
  • Foliage instance types can specify a landscape layer name for weighting. If you set this, foliage panted on landscape will have its density modulated by the weight of the specified layer.
  • Foliage painting can now be used for altitude-based painting as well.

Map Templates

  • New map templates let you immediately configure lighting for day, night, dawn or sunset.
  • Simply drag the appropriate thumbnail from the Unreal Content Browser into a level to populate settings and achieve the desired lighting effect.
  • Map templates are fully customizable, too!

    cid:image004.png@01CC30FD.9156B660

Mobile Workflow and Lighting Improvements

  • Lighting is now easier to implement for PC and mobile games.
    • Dominant lights are now baked into light maps for mobile.
    • Light shafts can now be activated on light mapped lights.
    • Gamma correction for mobile is now supported, providing the ability to have a consistent look across platforms.
    • This is a forward-looking feature and currently only has acceptable performance on iPad 2.
      cid:image001.png@01CC3044.C547FB00
      The scene on the right has gamma correction enabled.
  • UDK now ships with one single editor and game content tree for both PC games and mobile games!
    • Share gameplay logic and assets between PC and mobile more easily.
    • New in-editor mobile preview mode: Preview your PC level with mobile features instantly with a simple tool bar toggle.

    cid:image002.png@01CC3044.C547FB00

  • Mobile Previewer now has presets for iPad 2. This is a new option in the drop-down menu.
  • There is a new 'Always Optimize Content for Mobile' editor preference, which forces PVRTC compression and flattening, providing high-quality textures when previewing on mobile devices.
  • A guide to migrating mobile projects from previous versions of UDK to the June UDK Beta is available now as well.

Simplygon Static Mesh Reduction

  • Simplygon is used to automatically generate game-ready Level of Detail models (LODs) for a specific pixel resolution.
    • Simplygon uses a proprietary mesh reduction method that retains geometrical LOD integrity and visual quality of LOD switching, producing AutoLODs that can directly be used inside triple-A games.
    • Unreal Engine 3 leverages Simplygon to provide high-quality mesh reduction without having to leave the Unreal Editor.
    • Developers can quickly simplify meshes, generate LODs, and immediately see the results in their maps.

    cid:image005.jpg@01CC30FD.9156B660
    The mesh has been reduced with a quality setting of 50%, resulting in similar looking geometry with a much lower triangle count.

Unreal Kismet Debugger

  • It is now possible to visualize Kismet node activation, set breakpoints that pause execution when nodes are activated, and step through sequences while running PIE!
    • With this brand new Kismet debugger, you can:
    • Visualize the flow of your Kismet sequence while your game is running.
    • Debug issues where nodes are being activated in the wrong order, not at the right time, not at all, or too much.
    • Step through your sequences one frame at a time and set breakpoints.
  • The Kismet debugger controls are located in the Kismet toolbar.

    cid:image006.jpg@01CC30FD.9156B660

  • These features can help identify exactly what parts of a sequence are currently executing in your game and for what reasons.

    cid:image017.png@01CC3044.9616D590

  • Enabling the Kismet Debugger is done through the Enable Kismet Debugging button in the main editor toolbar.

Profiling, Performance, and Memory Improvements

  • Major memory and performance optimizations ship with the June UDK Beta.
  • The STAT UNITGRAPH command provides easy in-game visualization of performance data, making problem areas easy to detect during play.

    cid:image018.png@01CC3044.9616D590

  • Gameplay Profiler improvements include:
    • You can now see time spent in native cycle counter scopes on the game thread.
    • Data types are color-coded, so it’s easy to distinguish levels, actors, script functions, and so on.
    • The Gameplay Profiler can now display an asset associated with an actor or component.

Unreal Landscape

  • Unreal Landscape now supports decals, which makes it possible to add dynamic effects such as tire tracks or footsteps to surfaces.
  • Landscape now has a custom texture brush that enables you to control the shape of the brush using a texture. Paint layer weights, noise, etc. with a brush of any shape.

    cid:image020.png@01CC3044.9616D590

  • A preview of the texture in use is now displayed with brush settings.
  • cid:image021.png@01CC3044.9616D590

Additional Improvements

  • The Height Fog shader has been optimized.
  • Editor Preferences have been moved to the main menu bar for easy access!
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Tutorial em Português-Adicionando PISTOLA no UDK



Com muito prazer venho trazer esse tutorial a vocês. Como o título já diz, vamos aprender a adicionar uma pistola! *-*





Download da Meshe e dos Script's: MEGAUPLOAD


Tutorial e Post por: João PSM
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Ciclo dia e noite na UDK

Aprenda a criar o ciclo dia e noite na UDK. Ótimo vídeo desenvolvido pelo Klausbecker e que está disponível para que possamos incrementar esse recurso aos nossos projetos criando uma ambientalização ainda mais realista.

Parabéns ao Klausbecker pela criação desse tutorial em português e pela ousadia nos ensinos.

(Atualizado)






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Lipsync animation without using Facefx in UDK


This a very quick demo of creating lipsink animation which works in a cooked and packaged game without using that pile of crap FaceFX......

In the coming tutorials I'll show you how superior in a million ways it is to FaceFX



This is just a demo of face robot in softimage xsi and not a tutorial simply because of the complexity of Autodesk softimage and the fact that most of you won't have.
So I just wanted to demonstrate its superiority to facefx and voice-o-matic.........
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Criando um Terreno

de volta nos mostrando como fazer um terreno.

É nóise sempre irmão
Jah adonai





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Criando um jogo completo em 1° e 3° pessoa

Neste tutorial, o autor promete ensinar a criação de um jogo completo em 1° ou 3° pessoa usando UDK. O tutorial estará dividido em 75 partes e será atualizado a medida em que o autor disponibilizar novos vídeos.

"Over the next few months I'll be creating a complete game for UDK. 2011

It will be in first and third person plus PC and Mobile versions..........
This is a demo of the kind of game I'll be setting up with complete custom assets and not one UDK asset being used...........

The demo isn't complete yet because I want to show you it being launched from the default game in UDK from a custom menu I've created for the tutorials...."



In this video I demonstrate the first person version and I also show you links to free models , textures and software that you'll need for your game........You will also need Adobe flash pro,3ds max or Maya,Gimp 2.6 or Photoshop, Audacity and Context



Setting up your folders , Src and config files ready to start adding custom assets



Adjusting the codes for some of the weapons and my fire extinguisher



more fiddling with the code



Adding more classes to the src for our custom game



This one is about making your own load splash screen and starting the bink movie.
It was supposed to have been uploaded last night but youtube crashed and I didn't realise !!



Creating the bink load movie's for the new game in this tutorial



Setting up Adobe flash pro for scaleform in this video



Testing out some of the flash/ UDK content in a map to see what we can utilize ....
The menu / hud and other gfx functions in UDK are for more advanced users of UDK and can be a complete nightmare at times



I work out what those errors were from the last video and correct them here....
I show you the reasons why errors occur sometimes when you've moved all your maps and packages to a new build of UDK



I Start to create the maps now for the new game which will be using kismet level streaming



More terrain editing in this one



Creating the materials and applying them to the terrain's now



Creating the materials and applying them to the terrain's now



Painting the terrains



Painting the terrains



Painting the terrains



More panting and adjustments



More panting and adjustments



Almost completed.



I finish in this one!



finished!!!!!!!!!!!!!!!!!!!!



Adding in the village now



ADDING IN THE VILLAGE AND SOME PICK-UPS AND CLONING THE VILLAGE



its time for the fun stuff now



Finishing off the trees in this one



Setting up a new build to show you how to run your game as default and then package it into an installer that can written to DVD



Setting up a new build to show you how to run your game as default and then package it into an installer that can written to DVD



Packaging your game UDK 2011



Altering the DefaulltGame ini and the UTGame INT files to package your game



Altering the DefaulltGame ini and the UTGame INT files to package your game



Altering the DefaulltGame ini and the UTGame INT files to package your game


Ok, this one I re-cook and package the game but instead of packaging 'Seek And Destroy' I use the new game which I have now named 'The Mission'

The next video I will cover exactly what you need to do to cook your map and package your game into an installer ready for sale..
Obviously mine isn't ready for sale but this is for demonstration............


the codes you need to alter to get your game info to show in the game mode of the menu



Back on the map starting to create the intro movie by importing a helicopter and creating some custom sounds for it in Audacity


The helicopter!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


The helicopter!!!!!!!!!!!!!!!!!!!!

!!!!!!!!!!!!!!!!!!!!!!!!!!!! AGAIN!!!!


More of the bloody helicopter


Thank god, what a nightmare................


The galaxy


The Galaxy finally imports into UDK


The Galaxy completed


Adding the ocean to the scene using the material found here


Importing furniture and stuff in this one into the game


Importing furniture and stuff in this one into the game


The jet boat for the players entry into the game!


Apache helicopter skinning and importing into UDK from 3ds max


Apache helicopter skinning and importing into UDK from 3ds max


Apache helicopter skinning and importing into UDK from 3ds max


Creating a new collision building for the map in this and special effects


Utilizing scripts by copying map,kismet and character codes to a text document and then using the codes in other maps..
This works in both the mobile and pc editors as I demonstrate here!


Utilizing scripts by copying map,kismet and character codes to a text document and then using the codes in other maps..
This works in both the mobile and pc editors as I demonstrate here!


Darth Me..............
The new bink movie for the game
Sorry about the swearing at the end but I forgot I'd added three snipers to the map and I came under fire lol


More codes and implementing them!
SCRIPT SOURCE http://udn.epicgames.com/Three/UT3Mods.html


Texturing the Apache


Apache helicopter


Glock 26 sub-compact ammo pick-up


Glock 26 sub-compact ammo pick-up


Glock 26 sub-compact ammo pick-up


Glock 26 sub-compact ammo pick-up
Also adding the bink movie to the tv


The Apahce helicopter is completely finished and the glock 26 sub-compact ammo pick-up is also done


Adding the Apache to the game and solving the blocking volume issues!


Tweeking and adjusting the some events in the map to unblock the Apache for the player.
Basically the player has to achieve certain missions or objectives to unblock the Apache and then fly off to another level and kill more corrupt D.E.A agents.........


Tweeking and adjusting the some events in the map to unblock the Apache for the player.
Basically the player has to achieve certain missions or objectives to unblock the Apache and then fly off to another level and kill more corrupt D.E.A agents.........



Glock26 completed and now the default weapon. Also the Animtree for the character is 99% completed.
Bots have been changed to Darth Me at the moment but will be the D.E.A soon!


The D.E.A Agent, (bot) !
I'm proud of this one.........


D.E.A Agent completed and the last thing to add before the bot set-up is the tank!

This will be done off air to save video time and so in the next video I should hopefully have the tank up and running.

Then for the last few videos in the series I will be adding all the drug pick-ups and and kismet compare bool functions plus the bot set-up.
The series may extend by a couple of videos that will be named extended at the end of them.


Setting up the character to change his head material into a Balaclava to kill the D.E.A Agents........


Setting up the character to change his head material into a Balaclava to kill the D.E.A Agents........




Setting up all the bots and comparisons for the second map and the map objectives


THIS IS NOT THE FINAL PART UNFORTUNATELY!!!!!!!!!!!

Just a few more to complete and then add the INI and Localisation file input and package the game....


EXTENDED Part 76


EXTENDED

Some error corrections here. I convert the static meshes,( The Marijuana Plants) to interp actors......


setting up the intro movie


setting up the intro movie




The facefx scene and a couple more drug pick-ups


I've had to make some drastic changes here because of the inherent problem of level streaming that I mentioned in the first few episodes. Thankfully alls well and sorted now


I've had to make some dramatic changes here because of the inherent problem of level streaming that I mentioned in the first few episodes. Thankfully alls well and sorted now.
Just remember to back-up all your kismet and maps to text documents and copy the original map folder as absolute back-up before making any drastic changes like I do in this tutorial


Just some more alterations to do to get the game back to where it was yesterday after the level streaming problem.
I will explain fully what the issues and problems are with streaming in the next video........So this is just a demo so far!

Special thanks to the last jedi outpost for intro special effects!

http://www.lastjedioutpost.ru/


An explanation of the problems of level streaming...


More explaning of the problems of level streaming...



Demonstrating how to stream and then unload a level..........


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