Компания Epic Games, бренд, известный всем геймерам, представила новый
шикарный набор инструментов для игроделов, кинематографистов, дизайнеров
и всех интересующихся компьютерной 3D графикой на игровом движке -
Unreal Development Kit (UDK), бесплатную версию их знаменитого Unreal
Engine 3. Разработчик отмечает такие характеристики UDK, как: Непосредственный доступ к движку Unreal Engine 3, одному из самых интересных, современных и зрелищных 3D движков. Несложный
процесс создания собственного контента при помощи редактора Unreal
Editor, очень мощного и функционального инструмента, позволяющего
производить огромное множество операций по созданию собственного
игрового пространства. Сюда уже включены инструменты для создания физики
персонажей и объектов, браузер игровых данных, инструмент для создания
кинематических заставок, редактор физики частиц и имитации эффектов
окружения и погоды, уникальную систему глобального освещения и пр. Экономия
времени на работу благодаря совместимости с такими полезными каждому
разработчику инструментами, как SpeedTree, Bink Video и FaceFX. Конечный
продукт творчества запускается как отдельное приложение, для него не
требуется установки каких-либо дополнительных программ. Распространять
созданные игры, ролики, приложения и визуализации можно также
совершенно бесплатно - за авторские права с вас никто не спросит. July 2011 UDK Beta Upgrade Notes Post-Process Anti-aliasing FXAA
and MLAA post-processing methods have been integrated into the engine.
Post-process anti-aliasing is supported on DirectX 9 and DirectX 11. Unreal Landscape Improvements Use the new landscape gizmo to copy and paste chunks of terrain. Import and export entire regions. Landscape gizmos can be arbitrarily positioned, rotated and resized. Use the brush tool to mask landscape and selectively paste over it. Each Unreal Landscape layer can now be assigned a physical material. The DefaultPhysMaterial property on the actor addresses layers not specifically assigned a physical material. During
layer painting, the index of the dominant (most highly weighted) layer
is stored in the collision data, and this is used by PhysX to specify
the material for each quad. Simplygon Skeletal Mesh Simplification Simplygon can now be used to simplify skeletal meshes the same way it can be used to simplify static geometry in UDK. Generating LODs using Simplygon is also supported. Morph targets are disabled for skeletal mesh LODs that have been simplified. Alternate bone weightings are disabled for skeletal mesh LODs that have been simplified. Unreal Console on iOS The Unreal Console is now available for iOS development! Tapping with 4 fingers will bring it up. Animation Tree Comment Boxes UDK users can now create comment boxes in animation trees. Additional Improvements Materials can now use the vector transform node in the vertex shader! When re-importing FBX meshes, a new "Replace Vertex Colors" option specifies whether to overwrite colors. Handling of copying, moving and deleting animations between packages has been improved. When searching assets from the Unreal Content Browser, exclude specific tags by typing "-" and then the tag name. When previewing Camera Anims in the editor, it’s now possible to specify an animation to play on a viewport pawn. The texture viewer now shows light map and shadow map textures. Morph
targets now support parent animation components. Enable the "Update
Morph When Parent Anim Component Exists" setting to take advantage of
this feature. There is now an option to forcibly remove editor-only
data when cooking PCConsole to allow for cases of shipping an exe build
with the editor data disabled. PhysX has been upgraded for both PC and iOS development. Animation sequences are no longer automatically recompressed when bAnimRotationOnly is changed on the AnimSet owner. There is now a map check warning for when lighting is built but is not production quality. Normals are now correctly imported from FBX files for off-origin or scaled meshes. The editor console command box is now cleared after a command is executed. Flattened textures are now hidden in Unreal Content Browser but can be shown using a new filter button. An issue of poor performance in the editor when toggling AnimRotationOnly options on AnimSets has been fixed. An issue of poor performance in the editor when reordering levels in the level browser has been fixed. Toggling an Unreal Matinee track's enabled state no longer causes objects to change location. The static mesh editor now has an option to show an object’s pivot point. Normals for static meshes exported from the editor are no longer incorrectly translated and scaled. Animation
sequences are no longer automatically recompressed when
bAnimRotationOnly is changed on the AnimSet owner. Instead, it’s now
tracked whether or not there is a disparity between the existence of
translations in the compressed animation and the value of
bAnimRotationOnly. If there is a difference, a warning message is
displayed in the AnimSet viewer and the RAW data is used in the
previewer. Checks have been added to the content cooker to prevent a
material from being assigned a mobile base texture at cook time if
mobile flattening is turned off. Animation preview speed can now be controlled by a slider in the animation tree editor.
Внимание! Для распаковки архивов используйте WinRAR или 7-zip!
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