[INFO] Development Journal

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Myth
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Re: [INFO] Development Journal

Post by Myth »

Creavion wrote:I hope this was sarcasm, otherwise...
Plz stop THAT. I hate them (at least 95 % of them, afaik Gen has done a nice one). Those generalizations are provocative.
Ok ok, I get the idea. It's not that like I don't like EVERY fot map.
Shadow wrote:Oah common.. I write my ass off everyday, and you can't get enough ^^
You have already written far more than what anyone could ask for, so let's just ignore the last post I made. Good luck finishing what you already planned. ^^
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Shadow
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Re: [INFO] Development Journal

Post by Shadow »

JOURNAL DATE: 02.02.2010 - Software Post-Processing goes Beta !

CHANGES / UPDATES
  • Combiner Support (allows to create complex Post-Processing Channels)
  • Major bugs fixed (corrected Fullscreen Rendering, debugged Zone Support etc.)
  • Trigger Support
  • Volume/Zone Support
  • Level/World controlled Support
  • Script/Function controlled Support (any actor may cause Post-Processing)
  • Camera controlled Support
OVERVIEWS

Nothing spectacular today, but at least worth to report about.
I finally got full script support working for current Post-Processing System (short: PPS).
You can add and control Post-Processing from now on by the following types:
  • Zone and Volume controlled, each Region has it's own unique set of Post-Process Effects.
  • Trigger/Event controlled, triggering/untriggering sdkPostProcessEvent.uc renders an associated Post-Process Effect
  • Level/World controlled, a major Post-Processing Effect that stays with the map
  • Script/Function based, simply call the function "SCRegisterPostProcessing()" on the new player classes
  • For the UnrealCine Movie System, editing a Camera Actor you can add Post-Processing on this too

MEDIA

Image Image


Gonna start with the Hardware Post-Processing tomorrow...
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Creavion
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Re: [INFO] Development Journal

Post by Creavion »

Yes.. the left picture, thats the effect I was talking about. Only difference it was red and has some kind of wet texture. (ok you also had only mono sound)
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Shadow
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Re: [INFO] Development Journal

Post by Shadow »

Creavion wrote:Yes.. the left picture, thats the effect I was talking about. Only difference it was red and has some kind of wet texture. (ok you also had only mono sound)
what ? when did you talk about it ? huh ?
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Creavion
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Re: [INFO] Development Journal

Post by Creavion »

Some days ago, icq, L4D2 ? :tongue:
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Shadow
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Re: [INFO] Development Journal

Post by Shadow »

Ah ! Now I remember.. ^^
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papercoffee
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Re: [INFO] Development Journal

Post by papercoffee »

Shadow wrote:Ah ! Now I remember.. ^^
You mean you have read the older post. :mrgreen:

BTW. Great stuff ...I don't know if I can handle this.
I am a rudimental mapper but some maps are experimental (They're realy ill)
I build a ski-slope map where you ski down the mountain and go through portals. You have the feeling of an endless ride.

Ok I need this SDK!
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Shadow
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Re: [INFO] Development Journal

Post by Shadow »

papercoffee wrote:
Shadow wrote:Ah ! Now I remember.. ^^
You mean you have read the older post. :mrgreen:

BTW. Great stuff ...I don't know if I can handle this.
I am a rudimental mapper but some maps are experimental (They're realy ill)
I build a ski-slope map where you ski down the mountain and go through portals. You have the feeling of an endless ride.

Ok I need this SDK!
You will handle this, believe me. Liek for the beam emitters for example: You add one of these to the map, assign a texture... a beam will be drawn. It's really that simple. For the Emitters I'm also creating a realtime-editing menu / map where you can copy and paste the edited presets into your emitter's defaultproperties :D


NEW SHOTS:

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Creavion
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Re: [INFO] Development Journal

Post by Creavion »

Can this thingies also be moved over a attachmover like in this generator in unreal 2 (first planet: sancatuary/Elara V)?

BTW: Looks good of course^^
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Shadow
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Re: [INFO] Development Journal

Post by Shadow »

Yes of course: Triggering, moving, attaching, EVERYTHING
Wouldn't code emitters without these functions.
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Saya-chan
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Re: [INFO] Development Journal

Post by Saya-chan »

Yay tesla! This will surely come in handy for some of my stuff. :D
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editor Dave
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Re: [INFO] Development Journal

Post by editor Dave »

Can I change the colour how I want it to be? If yes, than I would use this effect in my next map. Nothing could fit better than this. Thank you :D
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10-Year Anniversary on Jun 08, 2019.
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Shadow
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Re: [INFO] Development Journal

Post by Shadow »

Dynamic Color isn't yet supported for Beam Emitters, but I plan to implement it..
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[did]Madis
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Re: [INFO] Development Journal

Post by [did]Madis »

Shadow, you make me moist.
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papercoffee
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Re: [INFO] Development Journal

Post by papercoffee »

[did]Madis wrote:Shadow, you make me moist.
:shock: ....this picture... in my mind ...go away ...nooooooooo
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