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UDK (September 23, 2010)
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This month’s build of UDK features significant additions, including:

UDK users now have access to the gameplay profiler tool.
Matinee’s movement tracks can now be split into individual translation and rotation components.
Users can bulk edit texture properties within the Content Browser.

Upgrade Notes:

Due to changes in PhysX you should re-save all of your content.

UDKGame:

Gameplay profiler tool now available in UDK!
‘GamePlayProfiler’ is a tool that allows digging deeper into time spent in gameplay code.
Read more:
http://udn.epicgames.com/Three/GameplayProfiler.html

Profiling:

Gameplay profiler tool now available in UDK!
‘GamePlayProfiler’ is a tool that allows digging deeper into time spent in gameplay code.
Read more:
http://udn.epicgames.com/Three/GameplayProfiler.html

Matinee:

Allow movement tracks to be split so that translation and rotation components can be individually manipulated.
Read more:
http://udn.epicgames.com/Three/MatineeUs...Separating Translation and Rotation

[Immagine: matinee.jpg]

You can now disable the audio radio filter effect in Matinee Kismet blocks.

Particle System improvements:

Now supports multiple ribbons per emitter.
New 'RandomSeed' module in Cascade helps particles play back more consistently.
Random size and lifetime can now be specified per ribbon in an emitter.
Particle spawn rates are now clamped to prevent negative spawn rates.

Rendering:

Added ‘ImageGrain’ to ‘UberPostProcess.’
Improved post processing.
Uses less memory.
Better CPU/GPU performance.
Improved quality and consistency.
New features such as HDR scale and film grain.
Optimized distortion pass.
Fixed multiple split-screen issues causing color leaking.
'F5' key now enables shader complexity mode by default.

Animation:

Added support for rotating Joint Bone to ‘SkelControlLimb.’
Animation compression improvements.
With automatic or the ‘CompressAnimations’ commandlet.
Savings of 30% over the previously compressed size are typical.
Can be much higher on some animations or with adjustments to the compression parameters.

Scaleform GFx:

Integrated fix for sRGB handling with fonts from Scaleform.
GFx now supports Distance Field and RGBA UFonts.
Added a sample GFxUI.int to Engine/Localization/INT/.

DCC Tools (Max/Maya);

ActorX for Maya and Max 2011 is now supported.

PhysX:

‘PhysXDestructible’ has been removed.
APEX destructibles are replacing them.

Other Improvements:

Workflow enhancements (e.g., find all materials using this texture, support for local collections to the Content Browser).
Fixed hitches during gameplay caused by long processing times for zero length linechecks.
OBJ mesh export now can generate a diffuse, specular and normal texture from the material.
Alternate mesh bone weight import tool has been much improved and supports both low->high and high->low bone count swapping.
Streaming texture stat enhancements including the new STAT TEXTUREPOOL command.
Landscape editing improvements.
The new color picker is now integrated into the mesh paint tool.
The mesh paint tool now supports flood fill.
Gamma can now be used even if the tonemapper is activated.
Texture properties can now be edited in bulk via the Content Browser.

Download 850 MB: UDK
 
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#2
scusa se non l'ho postato io ma mi sono dimenticato comunque l'ho già provata e è quasi uguale a prima ma almeno adesso hanno cambiato la fisica cavando pisyx
 
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