Silkworm on 21/12/2009 at 19:27
I remember when boot magazine asked John Carmack what the experience of licensing an engine from id was like, he said and I quote: "Thank you for your $500,000, here's a CD, have a nice life."
Volitions Advocate on 22/12/2009 at 03:06
I remember on their website when doom3 was in it's heyday and fighting for attention with HL2 they were licensing the doom3 engine for a quarter million. And that was at the same time Epic was doing UE2 for 350K
Ulukai on 31/12/2009 at 15:02
Ok, this is awesome.
However, I seem to have been away from my beloved Unreal Engine for a little too long.
I create a brush, do a CSG Subtract...
Then Build.
I can't see the space I've carved
halp, what happen :confused:
edit: omfg it's additive CSG
WITCHCRAFT :mad:
Zerker on 31/12/2009 at 19:39
I think that's for all the terrain features in newer Unreal Engine games.
But I haven't messed with UnrealED since UT.
june gloom on 31/12/2009 at 20:29
This may as well be the thread I ask this in, but I've noticed something about Unreal 3 engine games. Specifically, when first loading a map, all the textures are a horrible blurry mess; they take a few seconds to "catch up" with the rest of the game. At first I thought it was just another one of Bioshock's several issues, or that it was something to do with my PC. Then Borderlands did the same thing, leading me to think it was my PC after all. Then Batman AA on the 360 did it, which told me it was the engine.
Can anyone proficient in the vagaries of U3E tell me what's going on?
EvaUnit02 on 31/12/2009 at 21:10
@Deth
The texture LoD streaming issue is one of the pecularities of the engine. It's barely there on PC due since most people run their games off the minimum of 7200rpm SATA2 HDDs, but it's been known to be a huge issue on some 360 games when streaming off a disc. A common solution is to do HDD installs of 360 games.
Mass Effect on 360 was notorious for this before the introduction of HDD installs with the NXE OS upgrade. Practically every camera/shot angle during cutscenes would be affected, it was a major immersion breaker.
Fafhrd on 31/12/2009 at 21:15
It just has wacky texture management. Some games handle it better than others (Bioshock was particularly horrible with it. There were times on my system where it took an additional minute and change for the textures to load after respawning. On the other hand, I've never once seen an unloaded texture in Mirror's Edge), and the most recent versions of UE3 are significantly improved with it, but it's just the way it is.
I'm pretty sure it was done this way to cut down on the load times for the console iterations (Microsoft and Sony both have specific requirements for how long load times are allowed to be. Up until November 2008, Microsoft's was 45 seconds, but they upped it to 60. I don't know what Sony's is), but since they're all built from the same base, the PC version suffers from it, too.
gunsmoke on 31/12/2009 at 21:43
Wow. Thanks for asking that, dethtoll. I am playing BioShock for the 1st time, and it can take 5-10 seconds on a map change/save load for the sharper textures to pop in. I thought it was my old ass 400 Mhz RAM.
Silkworm on 31/12/2009 at 23:57
It happens in UT3 as well, there's actually an .ini setting you can use to minimize it, but my googling skills have failed me.
Ulukai on 1/1/2010 at 14:54
I can't recommend the UDK (
http://udn.epicgames.com/Three/VideoTutorials.html) Video Tutorials enough.
If I'd have had the equivalent of these (and the bandwidth to download them) back in 2001, there would have been a lot less head scratching going on.