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Unreal Development Kit released to everyone

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Posts

  • LaCabraLaCabra MelbourneRegistered User regular
    edited November 2009
    donhonk wrote: »
    LaCabra wrote: »
    It comes with assets, but they're all Generic Futuristic Cyborg Landscape.

    So....

    Where do I begin? (3D modeling.) Hah, thats a loaded question... You don't have to answer that.

    I would say 3D studio max or maya

    LaCabra on
  • RaslinRaslin Registered User regular
    edited November 2009
    LaCabra wrote: »
    donhonk wrote: »
    LaCabra wrote: »
    It comes with assets, but they're all Generic Futuristic Cyborg Landscape.

    So....

    Where do I begin? (3D modeling.) Hah, thats a loaded question... You don't have to answer that.

    I would say [strike]3D studio max[/strike] or maya

    I still regret going max, everyone wants maya these days :(

    Raslin on
    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

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  • NotASenatorNotASenator Registered User regular
    edited November 2009
    LaCabra wrote: »
    NotACrook wrote: »
    That's awesome.

    I'd love to be writing code right now, but instead I'm working on a "My First Sandbox" type level because I'm still no good at that after all these years

    Forget that, write code

    Do they have demo levels for me to test the stuff in?

    Oh, look, it kind of looks like they do.

    NotASenator on
  • LittleBootsLittleBoots Registered User regular
    edited November 2009
    Man, I can't make heads or tails on how to actually setup a custom game mode. They said they were including the source for that Whizzle game but they didn't.

    I read through the UnrealScript reference and it's detailed an all but it doesn't actually walk you through doing things like setting up custom player controllers and actors.

    :/

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • AumniAumni Registered User regular
    edited November 2009
    Damnit, I was just getting ready to go full bore into the Dragon Age editor....but this is going to be taking my non Dragon Age time up.

    Aumni on
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  • NotASenatorNotASenator Registered User regular
    edited November 2009
    Open UTEngine.ini in the UTGame\Config directory, and remove the ; preceding ModEditPackages=MyMod in the [UnrealEd.EditorEngine] section. You can have more than one mod edit package, you'll just need to create a separate source directory for each one and add each one to the [UnrealEd.EditorEngine] section.

    Now you can add script source files to your application. Open the Development\Src\MyMod\Classes directory. Make sure your code files have a .uc extension so they will be recognized by the UnrealScript compiler.

    Here's a trivial game type variant to get started with. Place SuperFunGame in Development\Src\MyMod\Classes. From the Binaries directory run the UnrealFrontend (or use the shortcut in the UDK Program Files folder), and use the make button to compile your code. Alternatively use the command line UDK make in the binaries directory.

    To test this gametype with an existing level, you'll need to use a special command line. Unreal passes custom game parameters in URL style format. You can also use this system when you create a user interface front end for your application.

    udk dm-deck?game=mymod.superfungame
    You can also change the default game type to use when none is specified in UTGame.ini in the [Engine.GameInfo] section. Change DefaultGame and DefaultServerGame to =MyMod.SuperFunGame. Make sure your gametype implements SetGameType() so it can prevent the gametype from being overridden.

    To propagate this change or any other ini change into your packaged mod, you'll need to also modify the defaults in DefaultGame?.ini.

    EDIT:

    Looking at the default UTGame.ini, this is what they have:
    [Engine.GameInfo]
    DefaultGame=UTGame.UTDeathmatch
    DefaultServerGame=UTGame.UTDeathmatch

    NotASenator on
  • verpakeyesverpakeyes Registered User regular
    edited November 2009
    Some one needs to make a modern x-wing

    verpakeyes on
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  • LuvTheMonkeyLuvTheMonkey High Sierra Serenade Registered User regular
    edited November 2009
    Why won't the VC++ 2008 redistributable install properly harglebargle. Gives me the same error my Windows Update give when they started failing, and I've exhausted all of Microsoft's troubleshooting on it.

    Guess it's time to get a retail copy of 7 and reinstall....damnit I have ideas.

    LuvTheMonkey on
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  • acidlacedpenguinacidlacedpenguin Institutionalized Safe in jail.Registered User regular
    edited November 2009
    if that's the case then consider me unvolunteer'd. . . I probably wouldn't be able to produce a useful chunk of code in at least a few months.

    acidlacedpenguin on
    GT: Acidboogie PSNid: AcidLacedPenguiN
  • LittleBootsLittleBoots Registered User regular
    edited November 2009
    NotACrook wrote: »
    Open UTEngine.ini in the UTGame\Config directory, and remove the ; preceding ModEditPackages=MyMod in the [UnrealEd.EditorEngine] section. You can have more than one mod edit package, you'll just need to create a separate source directory for each one and add each one to the [UnrealEd.EditorEngine] section.

    Now you can add script source files to your application. Open the Development\Src\MyMod\Classes directory. Make sure your code files have a .uc extension so they will be recognized by the UnrealScript compiler.

    Here's a trivial game type variant to get started with. Place SuperFunGame in Development\Src\MyMod\Classes. From the Binaries directory run the UnrealFrontend (or use the shortcut in the UDK Program Files folder), and use the make button to compile your code. Alternatively use the command line UDK make in the binaries directory.

    To test this gametype with an existing level, you'll need to use a special command line. Unreal passes custom game parameters in URL style format. You can also use this system when you create a user interface front end for your application.

    udk dm-deck?game=mymod.superfungame
    You can also change the default game type to use when none is specified in UTGame.ini in the [Engine.GameInfo] section. Change DefaultGame and DefaultServerGame to =MyMod.SuperFunGame. Make sure your gametype implements SetGameType() so it can prevent the gametype from being overridden.

    To propagate this change or any other ini change into your packaged mod, you'll need to also modify the defaults in DefaultGame?.ini.

    EDIT:

    Looking at the default UTGame.ini, this is what they have:
    [Engine.GameInfo]
    DefaultGame=UTGame.UTDeathmatch
    DefaultServerGame=UTGame.UTDeathmatch

    Yeah, I got that far, but I'm still lost as how to actually make a custom player controller or actor or whatever. I don't even know what I really should be editing.

    Basically I want a camera view like in the Whizzle game but fixed. (I'm trying to make a Breakout clone for my first project to learn with). But I just can't figure out how to do it. I know in their PDF they showed a Kismet setup that's supposed to do it, but they also had custom player controllers and such and Kismet is only good for that map and the custom classes they do show in the PDF inherit from other customs classes they don't show so it'd doesn't do me a whole lot of good. plus I have a toothache :(

    *sigh* IS SAD DAY!

    Oh well, back to poking around in the source uc's.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • ZetxZetx 🐧 Registered User regular
    edited November 2009
    NotACrook wrote: »
    Open UTEngine.ini in the UTGame\Config directory, and remove the ; preceding ModEditPackages=MyMod in the [UnrealEd.EditorEngine] section. You can have more than one mod edit package, you'll just need to create a separate source directory for each one and add each one to the [UnrealEd.EditorEngine] section.

    Now you can add script source files to your application. Open the Development\Src\MyMod\Classes directory. Make sure your code files have a .uc extension so they will be recognized by the UnrealScript compiler.

    Here's a trivial game type variant to get started with. Place SuperFunGame in Development\Src\MyMod\Classes. From the Binaries directory run the UnrealFrontend (or use the shortcut in the UDK Program Files folder), and use the make button to compile your code. Alternatively use the command line UDK make in the binaries directory.

    To test this gametype with an existing level, you'll need to use a special command line. Unreal passes custom game parameters in URL style format. You can also use this system when you create a user interface front end for your application.

    udk dm-deck?game=mymod.superfungame
    You can also change the default game type to use when none is specified in UTGame.ini in the [Engine.GameInfo] section. Change DefaultGame and DefaultServerGame to =MyMod.SuperFunGame. Make sure your gametype implements SetGameType() so it can prevent the gametype from being overridden.

    To propagate this change or any other ini change into your packaged mod, you'll need to also modify the defaults in DefaultGame?.ini.

    EDIT:

    Looking at the default UTGame.ini, this is what they have:
    [Engine.GameInfo]
    DefaultGame=UTGame.UTDeathmatch
    DefaultServerGame=UTGame.UTDeathmatch

    Yeah, I got that far, but I'm still lost as how to actually make a custom player controller or actor or whatever. I don't even know what I really should be editing.

    Basically I want a camera view like in the Whizzle game but fixed. (I'm trying to make a Breakout clone for my first project to learn with). But I just can't figure out how to do it. I know in their PDF they showed a Kismet setup that's supposed to do it, but they also had custom player controllers and such and Kismet is only good for that map and the custom classes they do show in the PDF inherit from other customs classes they don't show so it'd doesn't do me a whole lot of good. plus I have a toothache :(

    *sigh* IS SAD DAY!

    Oh well, back to poking around in the source uc's.

    That basically describes my day trying to figure out how to get started with the scripting. Except I think I'm starting to come down with something. :(

    Zetx on
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    It does appear that there is a bunch of the code documentation that isn't exposed to UDK users.


    I'm looking at this page:
    http://udn.epicgames.com/Three/DevelopmentKitProgramming.html

    where it says:
    As a developer using the Unreal Development Kit, you will have access to a limited amount of documentation via the Unreal Developer Network, as well as tutorials and Reference materials specific to game development and games developed by Epic.

    The UDK forum is the place to go for questions, feature requests and discussions about the Unreal Development Kit. Feel free to contribute to help build the UDK community!

    NotASenator on
  • LittleBootsLittleBoots Registered User regular
    edited November 2009
    Yeah, I'm downloading the UT2D mod for UT3. It turns UT3 into a side scrolling shooter and the author was awesome enough to release the source with the mod. So hopefully poking around in his code will give me some idea as to where I should start.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • ZetxZetx 🐧 Registered User regular
    edited November 2009
    NotACrook wrote: »
    It does appear that there is a bunch of the code documentation that isn't exposed to UDK users.


    I'm looking at this page:
    http://udn.epicgames.com/Three/DevelopmentKitProgramming.html

    where it says:
    As a developer using the Unreal Development Kit, you will have access to a limited amount of documentation via the Unreal Developer Network, as well as tutorials and Reference materials specific to game development and games developed by Epic.

    The UDK forum is the place to go for questions, feature requests and discussions about the Unreal Development Kit. Feel free to contribute to help build the UDK community!

    The Epic folks on their forums say that the restricted stuff mostly has to do with the source code and stuff the UDK doesn't have/cover anyway and there's a thread where people are requesting pages unlocked and stuff. It's too early to see how much/little effort they're willing to put into the whole thing.

    Zetx on
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    Here is a reference that is getting going:

    http://wiki.beyondunreal.com/Category:UDK-specific_classes

    EDIT: yeah, Zetx, I just read that.

    NotASenator on
  • LittleBootsLittleBoots Registered User regular
    edited November 2009
    The documentation they do have I think is great. I read through the UnrealScript documentation and it was very thorough as far as syntax and usage. It's just they are lacking in tutorials for the newbie on how to actually implement code and they might be hoping that the community takes care of those.

    EDIT: WOO! This UT2D source code is great.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • ZetxZetx 🐧 Registered User regular
    edited November 2009
    Downloaded UT2D and skimmed through a file. Great resource indeed. Good find, Littleboots.

    Zetx on
  • RaslinRaslin Registered User regular
    edited November 2009
    I've been trying to get some of my previous work into the engine, but no go. I import it as per the directions in the documentation, and everything comes in fine, but when I try to apply a texture to a model(using a material of course), only half of the texture, roughly, shows up. The other half of the model refuses to texture, staying with the default cube texture that the UDK gives them. I've tried multiple models, and the parts that stay untextured seem random(Its not based on certain triangles/quads, colors, etc).

    :/

    Raslin on
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  • LaCabraLaCabra MelbourneRegistered User regular
    edited November 2009
    Probably you had multiple UV sets for that model in your modelling app. So in UDK you'll be seeing multiple "material" options and you have to point all of them to your texture.

    LaCabra on
  • BartholamueBartholamue Registered User regular
    edited November 2009
    This is strangely similar to the Unreal editor that came with UTIII.

    Bartholamue on
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  • DehumanizedDehumanized Registered User regular
    edited November 2009
    It's more of the other way around, the unreal editor is a more limited version of the UDK.

    Dehumanized on
  • BartholamueBartholamue Registered User regular
    edited November 2009
    Makes sense.

    Bartholamue on
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  • LaCabraLaCabra MelbourneRegistered User regular
    edited November 2009
    Velociraptor Job Interview Simulator Pro development begins.

    LaCabra on
  • OtakuD00DOtakuD00D Can I hit the exploding rocks? San DiegoRegistered User regular
    edited November 2009
    Verpakeyes has the right idea. Personally, it'd be fun to do some sort of space shooter/mech game with this. Anyone feeling the same way?

    OtakuD00D on
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  • DeMoNDeMoN twitch.tv/toxic_cizzle Registered User regular
    edited November 2009
    LaCabra wrote: »
    Velociraptor Job Interview Simulator Pro development begins.

    I volunteer, for menu art.

    DeMoN on
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  • FlayFlay Registered User regular
    edited November 2009
    If there's going to be a community project based around this, I'm up for it. I've never really done much modding before, but this might be a good place to learn, and I can do the art thing a bit.

    How noob friendly is this program?

    Flay on
  • LoneIgadzraLoneIgadzra Registered User regular
    edited November 2009
    I think the most important issue here is: how terrible would UE3 be for a space sim? I've been wanting to make a very simple homebrew space sim for a while now, but I don't want to have to roll my own engine (especially since achieving some kind of planetary flight is a dream of mine).

    On the other hand, if I'm being honest with myself, the engine is the most appealing part of the project and a game is the thing I don't know how to make so I should probably just put up or shut up.

    LoneIgadzra on
  • OtakuD00DOtakuD00D Can I hit the exploding rocks? San DiegoRegistered User regular
    edited November 2009
    I think the most important issue here is: how terrible would UE3 be for a space sim? I've been wanting to make a very simple homebrew space sim for a while now, but I don't want to have to roll my own engine (especially since achieving some kind of planetary flight is a dream of mine).

    On the other hand, if I'm being honest with myself, the engine is the most appealing part of the project and a game is the thing I don't know how to make so I should probably just put up or shut up.

    Check out Eternal Silence for Source. It did it pretty damn well. I have faith that UE3's capable of something just as good. I'm more inclined to robots-in-space than fighters, but either's good. It really all depends on how feasible it's going to be and what ideas are thrown out.

    OtakuD00D on
    mw5qfhr7t7d2.jpg
  • peterdevorepeterdevore Registered User regular
    edited November 2009
    LaCabra wrote: »
    You guys seem hella promising. Particularly Kupi. If you both have Gmail, add me on Gtalk (joewa971 at gmail dot com). Peter, sent Kupi a wave invite please.

    I've added you on Gtalk and send Kupi a pm to get his email address.

    peterdevore on
  • RaslinRaslin Registered User regular
    edited November 2009
    LaCabra wrote: »
    Probably you had multiple UV sets for that model in your modelling app. So in UDK you'll be seeing multiple "material" options and you have to point all of them to your texture.

    Shouldn't be. My mesh(es) have a single texture at 512x512 or 1024x1024, as their only material. Only one UV modifier on the mesh. In UDK, I get rid of all but one material on the model, and set that one material having only a connected sample texture, with that being my texture. These models come out fine in the other game I use them in(Mount and blade), and there's nothing special I do with the models or textures(just some outputting to the right formats, but I used the original max files to convert to .psk). Also, the problem is shown in the material editor when I use bUsedWithSkeletalMesh, and if there was some hidden material problem, I would assume it wouldn't show up there.

    This is sad, considering I can't think of a more basic way to do this, and they even mention doing most of their work in max, in their workflow example :(

    Raslin on
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  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    Issue I have with UE3 is that it basically requires normal mapped models that were modeled high-poly and then brought down to low poly with a bump map. This requires your artists to know ZBrush, and/or be good high-poly modelers (basically movie level artists). I know you can use non-normal mapped meshes, but they look terrible in the context of the UE3 engine.

    My only other issue is that the documentation is terrible. You're supposed to be able to create an entirely new game with it, which I assume requires creating a package and all that, but I have no clue how to do it. This will be really cool when they start cleaning up the internal UE3 documentation and releasing it to us pleebs.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
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  • NotASenatorNotASenator Registered User regular
    edited November 2009
    GnomeTank wrote: »
    Issue I have with UE3 is that it basically requires normal mapped models that were modeled high-poly and then brought down to low poly with a bump map. This requires your artists to know ZBrush, and/or be good high-poly modelers (basically movie level artists). I know you can use non-normal mapped meshes, but they look terrible in the context of the UE3 engine.

    My only other issue is that the documentation is terrible. You're supposed to be able to create an entirely new game with it, which I assume requires creating a package and all that, but I have no clue how to do it. This will be really cool when they start cleaning up the internal UE3 documentation and releasing it to us pleebs.

    EDIT: Never mind, you mentioned that. I don't know how I missed it the first time.

    EDIT2: No, wait, you are saying meshes with NO normal maps?

    You can also create bump maps yourself. Is that what you're talking about?
    An alternative to the high-poly modeling method exists. Artists can create models as they normally do then manually draw the height information that is used for bump-mapping. This technique applies especially well to world geometry with tiling textures because of the overlap limitations associated with the high-poly method of generating normal maps.

    In our experience, each of these kinds of textures adds just 25-50% to the texture creation time, and the entire high-detail mesh process is circumvented. For more information on the technicalities of this process see the (Coming soon...) document.

    NotASenator on
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    NotACrook wrote: »
    GnomeTank wrote: »
    Issue I have with UE3 is that it basically requires normal mapped models that were modeled high-poly and then brought down to low poly with a bump map. This requires your artists to know ZBrush, and/or be good high-poly modelers (basically movie level artists). I know you can use non-normal mapped meshes, but they look terrible in the context of the UE3 engine.

    My only other issue is that the documentation is terrible. You're supposed to be able to create an entirely new game with it, which I assume requires creating a package and all that, but I have no clue how to do it. This will be really cool when they start cleaning up the internal UE3 documentation and releasing it to us pleebs.

    EDIT: Never mind, you mentioned that. I don't know how I missed it the first time.

    EDIT2: No, wait, you are saying meshes with NO normal maps?

    You can also create bump maps yourself. Is that what you're talking about?
    An alternative to the high-poly modeling method exists. Artists can create models as they normally do then manually draw the height information that is used for bump-mapping. This technique applies especially well to world geometry with tiling textures because of the overlap limitations associated with the high-poly method of generating normal maps.

    In our experience, each of these kinds of textures adds just 25-50% to the texture creation time, and the entire high-detail mesh process is circumvented. For more information on the technicalities of this process see the (Coming soon...) document.

    Agreed, which is a fine technique for tiled world textures, as they pointed out. It's not so great for characters, which tends to be MUCH harder to bump map by hand. This is where a tool like ZBrush becomes very important, for creating the super high poly version of the model that will generate the appropriate bump map.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • LittleBootsLittleBoots Registered User regular
    edited November 2009
    I don't see how requiring normal maps to get high detail is a knock against the Unreal Engine. Normal mapping is pretty much par for the course with all engines.

    I think whether or not your low poly model looks good or not has a lot to do with art direction. If you're trying to do photo "realistic" like UT does then yes you'll need highly detailed models to get your normal maps from. A low poly model with a highly detailed texture just wont look good without a normalmap to help supply the detail that the mesh can't. But if you wanted to do something more along the lines of TF2 or Borderlands or anything along the lines of that Toon/Cell shaded look then I think you could get away with lower poly models without the need for normalmaps. You'd just have to tweak your materials/shaders/lighting to make the most of your low poly meshes.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    Listen I just write code, I don't deal with shit like looking good and polywhatevers.

    NotASenator on
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2009
    I don't see how requiring normal maps to get high detail is a knock against the Unreal Engine. Normal mapping is pretty much par for the course with all engines.

    I think whether or not your low poly model looks good or not has a lot to do with art direction. If you're trying to do photo "realistic" like UT does then yes you'll need highly detailed models to get your normal maps from. A low poly model with a highly detailed texture just wont look good without a normalmap to help supply the detail that the mesh can't. But if you wanted to do something more along the lines of TF2 or Borderlands or anything along the lines of that Toon/Cell shaded look then I think you could get away with lower poly models without the need for normalmaps. You'd just have to tweak your materials/shaders/lighting to make the most of your low poly meshes.

    Borderlands is a bad example. You may not be able to tell, but Borderlands uses full normal maps, depth maps, SSAO, etc.

    Also, I wasn't knocking the UE3 engine, so much as knocking it's use for indy development. It's very expensive to make art that looks "right" in the UE3 engine. If you aren't trying to make a UE3 quality game, why are you using UDK? Which is chock full of tools specifically for making "HD quality" games. Something like the free Unity will probably be easier to get started with and produce the same results.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • RaslinRaslin Registered User regular
    edited November 2009
    So basically, what you're saying gnome, is that you don't like that you have to do work to make a good looking model? I mean, I'm not trying to be a douche, but I don't get your point. Is there some magical method of normal maps that the UDK doesn't allow?

    Edit: Didn't catch your last post. I don't see why another engine will make lower detail models look better than UE3. If anything, I would think things like its more advanced shaders, lighting, etc would help make up for lower details.

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  • NotASenatorNotASenator Registered User regular
    edited November 2009
    He's saying that UE3 is designed with high detail models in mind and has added complexity because of that. It's not that Unity will make low end stuff look better, it seems to me more of a question of why use three story tall pile driver to open a can of soup, right?

    However I still think it's based on the concept that indie productions can't manage to produce quality art assets at the detail level needed to really make UE3 shine, and I think that's a flawed assumption.

    NotASenator on
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited November 2009
    I just became aware of this UDK thing yesterday, very very nice. Though I've never played around with any Unreal modding before so this package should take me quite some time to become familiar with. Right now I'm just hyped about all the possibilities this grants us. :D

    Honk on
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  • BartholamueBartholamue Registered User regular
    edited November 2009
    This thing still need an external design/modelling program like Maya, doesn't it?

    Bartholamue on
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