Archangel35757 Posted March 30, 2014 Author Posted March 30, 2014 If someone else wants to do it -- go ahead.
Tempust85 Posted March 30, 2014 Posted March 30, 2014 The coder would need to know or be able to learn unreal script. I'd need an experienced coder. Would be really fun playing DF2 in UDK.
Corto Posted March 30, 2014 Posted March 30, 2014 Programming for UDK is a plain pain in the ass. I think they've changed all that with UE4, they threw away unrealscript in favor of C# or C++ (I don't recall well) and they've finally included a proper way to work with visual studio on the solution. You're better off modifying the actual Jedi Academy code than starting from scratch. minilogoguy18 likes this
minilogoguy18 Posted March 30, 2014 Posted March 30, 2014 ^This, trying to recreate JA's saber system in another engine seems like it would be a lot of work for both coding and animation.
Psyk0Sith Posted March 30, 2014 Posted March 30, 2014 For weapon models there no need for a high poly model to make the normals. It's faster to make a height maps by hand with the smaller details carved or written and then convert it to normal maps. Crazybump can achieve some remarkably good normal, specular and occlusion maps just from a simple texture. I would concentrate more in making a terrific model, a terrific texture instead. For things that need a more organic detail level I would go for a sculpt or similar. Of course that's one way to do it, but the quality of that outpout is questionable, plus your normals need to be synched with the game engine, if not you end up wiht wonky results. Corto likes this
Corto Posted March 30, 2014 Posted March 30, 2014 And we don't want wonky stuff. Tempust85 likes this
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