Unreal Development Kit June 2010 BetaBeschreibung:
Epic Games haben die Juni 2010 Betaversion ihres Unreal Development Kit (UDK), eine kostenlose Version ihrer Unreal Engine 3, released. Damit darf man ohne Einschränkungen seine eigene Spiele entwickeln, solange diese nicht-kommerziell bleiben. Changelog Juni 2010: New tools/features ready for use. * Vertex Colors and Multiple UV Sets for Skeletal Meshes o Users can now import vertex colors with skeletal meshes and access them in materials. o Works with both the FBX importer and the latest ActorX plug-in. o Vertex colors only work for GPU-skinned meshes (for now). o Up to four UV sets will be taken when importing a skeletal mesh. o The skeletal mesh vertex buffer only uses the amount imported so as not to waste memory. VertexColor.PNG * Bloom Improvements o New properties: BloomThreshold, BloomTint and BloomScreenBlendThreshold o Bloom blur kernels larger than 64 are now supported * Penumbra Scale o This option is very useful when trying to remove shadow artifacts when using a low resolution lightmap. Lightmass-PenumbraScale_Comparison.jpg * Custom Normals with FBX o FBX importer now supports custom vertex normals o This is useful for 'combing' vertex normals on foliage, or when you need smooth lighting continuity between multiple meshes o To use this, first export normals (and/or tangents) using the FBX exporter in your modeling program o Next, enable the new 'Explicit Normals' option while importing the FBX file into UE3 NormalDiff.png * New Tool for Visualizing Render Target Textures on the HUD o vistex2.jpg * Multiple UVs for Skeletal Meshes o Up to four UV sets per skeletal mesh is supported o Works with both the FBX importer and the latest ActorX plug-in o You can access these texture coordinates in materials assigned to your skeletal mesh * Game Caster Virtual Camera o Game Caster virtual camera support is ready to use * Auto Texture Reimport o New 'Auto-Reimport Textures' feature that detects source art changes and re-imports automatically * Other New Features and Improvements o Major performance improvements, especially with shadows and animation o New per-level post process chain will override the single per-game chain if set o Added one-bounce GI even for areas outside the Lightmass importance volume + Note that this is lower quality than bounced light within the volume o Physical Material Masks for material instances now available in the editor. o Support for Shader Model 2 and fallback materials has been removed + Fallback materials will be automatically deleted o Improved screen-space ambient occlusion with new 'AngleBasedSSAO' setting + This will yield better quality with same sample count o Improvements to skeletal mesh importing of 'alternate weight sets' + This allows vertex data to be shared between different weighted character rigs o The editor's Map Check tool will now also warn you about potential performance issues o Various minor improvements to Scaleform GFx workflow o Gamma correction has been disabled throughout the GFx pipeline in order to better match the output of Flash UDKGame o DM-Deck has been updated with some new engine features + Added god rays, improved bloom, and a new sky! o Angle-based SSAO is now enabled in UDKGame by default (improved SSAO quality) o Made shield projectile-blocking consistent with the old behavior o Various minor cleanups to PlayerController, PlayerReplicationInfo and Pawn classes |
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