text (short) QAPete von BeyondUnreal.com hatte während eines Unreal II: The Awakening Presseevents Zeit Scott Dalton, seines Zeichens Senior Level Designer bei Legend Entertainment, einige Fragen zu stellen. Einen Auszug daraus findet ihr auch bei uns unter SHOW MORE.
text (long)
quote: QAPete: Will you be working with the mod community, providing support and documentation for the things you guys have added to the Unreal- engine mix, like your particle system?
Scott Dalton: I know in the coming weeks, one of the things I'm going to be doing is writing a full tutorial for the particle system, including the basics, how to do more advanced stuff, all the little tricks and things you can do with it. We're going to do similar stuff for our scripting system, which is totally new for Unreal II. We have Golem, which is a really powerful skeletal system that allows you to add all sorts of cool things. It should be really awesome for mod developers. You can basically add additional channels and new blueprints into any existing Golem models that allow you to do really neat effects. One of the things you can do with our system, that you can't generally do, is vertex-based effects. One of the effects we have in the game is, when there's a big explosion, you actually see a spherical 'ripple'. If the explosion is to the right, for instance, you could actually see the spherical ripple affect the guy. It would actually alter all the model verticies, which is cool. Normally, the guy could move around, he could look in different directions, he could move his limbs. Here, we actually control things on a vertex level. We can do all sorts of crazy things like that. It's really nice, because basically, people can do almost anything they want with that. I think our UI system is pretty cool. I don't know if you'll end up using this with mods so much, but you can really easily change how the UI is set up and do all sort of new things. For instance, if you make a mod, and you want it to have a totally different look, it's all .ini files you can change, make things move in and out, like in the intro to the game. |
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