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    are there still other active UDK forums out there?

    unfortunately,the UDK section in this forum does not serve the purpose any more,imo.no real active UDK members who replys on comments!
    it´s annoying looking every second day for a comment..

    therefor,are there other active UDK forums out there?

    otherwise,let´s come together,since UDK user are so few!
    and help each other out,we should give it a try!

    i need hints about active UDK forums or just a comment of your if you´re intrested to make a real active UDK community in this forum.

    bye.
    Portfolio:
    https://mega.nz/folder/xcZTSSBC#p09QCQsoKf0dK-Ow--gJvA https://mega.nz/folder/0QIB3A5C#ig9a2cmg1jcfAh4WcJ1aMQ

    #2
    I doubt there are other active udk forums.At best, search for modding communities(many) for games like killing floor 2,UT3, pain killer hell and damnation, (UE3 games that have editors in general) as they have all most the same udk editor and people make mods for these games.Other than that, Epic was really kind to leave us this small place to us, and in my opinion the answer ratio is quite good(having in mind how few we are here). Also, I dare to say that there are some really talented people with games on the market that still contribute to the forum when and if they can.

    Most of the time, answers can be found in the archived udk forums using the search bar there:
    https://forums.epicgames.com/udk

    Comment


      #3
      ok,thanks.
      i´m aware of the old forum..

      could you also make a reply on my other topic posts,it would be helpfull.

      bye.
      Portfolio:
      https://mega.nz/folder/xcZTSSBC#p09QCQsoKf0dK-Ow--gJvA https://mega.nz/folder/0QIB3A5C#ig9a2cmg1jcfAh4WcJ1aMQ

      Comment


        #4
        I'm sure that this is the most active UDK community on the internet. Most of us have been working on our projects for many years now. I would strongly recommend to anyone starting a new project to start it in UE4.
        Check out Himeko Sutori, the upcoming tactical RPG where you control armies of over 100 unique characters.

        Comment


          #5
          nope

          it´s still worthy to work with UDK!

          i would like to see the other projects what you mentioned..
          Portfolio:
          https://mega.nz/folder/xcZTSSBC#p09QCQsoKf0dK-Ow--gJvA https://mega.nz/folder/0QIB3A5C#ig9a2cmg1jcfAh4WcJ1aMQ

          Comment


            #6
            Originally posted by Archoneater View Post
            it´s still worthy to work with UDK!
            Originally posted by Nathaniel3W View Post
            strongly recommend to anyone starting a new project to start it in UE4.
            Fwiw the UE4 forums are now pretty much totally dead. Examples: here here.
            Just like the old UDK forums were dead (or dying) at the time UE4 launched.
            UE5 could change all that but the Community is now splintered / fragmented...

            Still the UDK devs who remain on here are doing work as fine as any in UE4...
            So who cares which engine is the sht... Is UE5 going to be a game changer?
            Sure its possible. But its still WAY too soon to know for sure. And regardless...

            You still have to teach yourself anyway (dissecting projects & reading source)...
            As Epic always suck at docs.... Whereas Unity / CE / Godot get more praise!
            Last edited by EntrpriseCustomr; 07-16-2020, 08:24 PM.

            Comment


              #7
              Hello dude and welcome.

              Yeah, the marjority of us are here way before UE4, I myself began with UDK on end of 2013, beginning of 2014.

              As told here by my other UDK brothers this is the best and I think the only UDK forum which is very active.

              But I think on UDN you can find many informations and tutorials. Before boring my folks here, I search on UDN (kinda UE3 knowledge library):

              https://docs.unrealengine.com/udk/Main/WebHome.html

              I am developing this game from since 2017:
              https://www.indiedb.com/games/fursan...al-aqsa-mosque

              I released the demo last week and has been a HUGE success, because I am promoting it all arround the web and specially on my twitter profile:
              https://twitter.com/udkultimate

              I even got in touch with important people from Brazillian Press, which are helping me to get more visibility for my game.

              Here you can follow the entire development of my game:
              https://forums.unrealengine.com/lega...al-aqsa-mosque

              Cheers and welcome!
              https://sites.google.com/view/udkultimate/

              Comment


                #8
                yeah i see.everthing above is here and there improved no doubt about it!and yet it´s not able to reproduce this kind of render what´s our eyes sense,when we look arround.
                and 2nd it has a grade of depth,what´s just insane and amazing..without getting into details specs.newer engines provides 4-8k resolution.reality,well our eyes does not have such high
                resolution..,imo.

                visual examples,among other reasons why i stick to UDK.

                https://www.youtube.com/watch?v=Za3zaBo_n7o

                https://www.youtube.com/watch?v=b-ilZyQ77Vc

                this is the standard what we should aim for,at least it´s my.

                ..and so smal in size



                anyway,according to this site what is updated https://en.wikipedia.org/wiki/List_o...nreal_Engine_3
                i thought about contacting the developer or the publisher?and request some tutorials and stuff.all the goodies could be posted here,in this last place probably on earth.

                also member of the UDK family could do it as well!i can´t do everthing alone.making new groups here would be not such a bad idea,imo.do you guys get what i mean?

                it´s great when some people show interest in this post,but i would also preciate when you guys could also answer my other post as well!

                thank you!
                Portfolio:
                https://mega.nz/folder/xcZTSSBC#p09QCQsoKf0dK-Ow--gJvA https://mega.nz/folder/0QIB3A5C#ig9a2cmg1jcfAh4WcJ1aMQ

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                  #9
                  I tried to tell people to create others but meh... xD it's fine here I guess.... we should keep the stuff up though if it goes down
                  Some cool unreal projects you may like!


                  Developer of GOTA - Survivalism Gladiatorial game Buy the game google gladiators of the arena steam https://store.steampowered.com/app/7..._Of_The_Arena/

                  Download the demo Download the demo
                  external link Dropbox DropBox

                  Become a c++ Professional now C++ Networking Tutorial

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                    #10
                    I was here.
                    Provisional blog: http://cobaltudk.blogspot.com.es/
                    Videos: https://www.youtube.com/user/cobaltudk
                    Facebook: https://www.facebook.com/babylonprojectgame/

                    Comment


                      #11
                      I used UDK for many years and I sticked to it years after UE4 released, but it wasn't out of nostalgia or me pretending UDK to be better than UE4. I simply had a pretty advanced project that I wanted to finish.


                      UDK might be lighter on the hard drive and maybe faster to start the editor. a handful of things probably have a lighter learning curve (AI for example). but that's about where it stops being any better than UE4. unless you use fully static lighting and corridor levels, performance will be worse as soon as the project reaches a mild complexity. you're stuck with no extensibility (no plugins, no marketplace), stuck with no support if you have problems, stuck with a fairly old DX9 renderer with a limited featureset, stuck with worse iteration times (blueprint is far superior to iterate than Unrealscript, and nowadays Kismet's power is a joke compared to blueprint). I could go on forever.
                      in my opinion there's really no reason to stick to UDK except having a fairly advanced project. I hope it won't sound offensive but, I'm sorry but other than that I see it as stubbornness, reluctance to change or nostalgia.

                      I still check these forums often but don't often reply, as usually threads are either things I can't help with or questions that have been answered a million times before and are still findable through a web search.

                      you probably won't find a "better" forum simply because you won't find more people still using UDK. as mentioned you might get lucky with modding communities of older UE3 projects but personally I expect those to be somewhat dead too.



                      Originally posted by Archoneater View Post
                      visual examples,among other reasons why i stick to UDK.

                      https://www.youtube.com/watch?v=Za3zaBo_n7o

                      https://www.youtube.com/watch?v=b-ilZyQ77Vc

                      this is the standard what we should aim for,at least it´s my.
                      those are heavily modified versions of UE3, pretty far from UDK in terms of rendering and just not achievable without engine source access and at least one rendering engineer. in terms of shaders and reflections using PBR and local IBL reflections, trying to replicate that in UDK will cause some serious headaches hitting strong limitations. these are things you get out of the box with UE4.
                      Follow me on Twitter!
                      Developer of Elium - Prison Escape
                      Local Image-Based Lighting for UE4

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                        #12
                        hi and thank you for your smart reply.

                        i intended to make a thread about analyzing and reengineering the arkham knight game.is great you gave some thoughts about and confirmed what i already guessed,it´s modified..
                        but without sounding stubborn,

                        you sure,there is no way for UDK to look like the examples?UDK is a improved version of Unreal Engine 3,right?+UDK supports both FXAA and MLAA.+we have 2020 hardware and software has their effizeince improved.

                        uhmm,
                        btw,how again was the command for setting the MLAA in the console.was it :set MaxMultiSample (),scale set MaxMultiSample ().i totally forgot(somebodyhelppls).

                        well,the source code,
                        hmm don´t know.Users can manipulate the class scripts,ini config files or working with DLL´s..i´m not that experienced and not at the point to come across at high rate,therefor
                        i don´t know much about the advantages having the source code.+i do not intend changing the layout of the editor or sort of that.

                        the only thing so far,is having alembic and a improved FBX import manager+Vector field into the cascade editor,yeah and here and there of course some little improvements,the rest is perfect!

                        as i already mentioned,UDK render matches with the reality,as we sense it.while the rest too much AA contains..giving the mind too much details can cost the imagination,you might giv it a thought.

                        however,such thing´s can be also achieved with Dll Bindings,right?therefor i don´t need a source code,since the most is perfect in UDK,imo.

                        ...leave me alone with assets from asset shop.this was another reason why i quit working with Unity 3D.i´m so greatfull UDK is a closed system,no need of assets.
                        Udk comes with a wide range of usefull tools,imo.sure here and there it lacks,but it can be faked.

                        support is ok,could be better but it´s fine.this forum and youtube tutorials+i collected my self over 15GB tutorials.
                        sites like this https://www.indiedb.com/games/mind-p...halamus/images or this https://en.wikipedia.org/wiki/List_o...nreal_Engine_3 gives UDK dev. the chance to contact the Developers of Indie games or the Pros from the Industry.

                        hm,special the mem. size of this amazing tool is great!compared with UE4,boy!+it must be with Visual Studio compiled in order to use.VS takes also alot of space+Assets+3ds Max+Maya etc.

                        therefor i can skip VS and the tons of Assets in order to save space on my SDD.all the tons af tutorials are my assets!i couldn´t escape..but when i loaded the stuff into my head,it´s done and
                        can be deleted to save space.

                        one thing is for sure!
                        Developers can´t simply use the entire power of any Engine+we all had a nice time with the SNES!


                        bye.


                        Last edited by Archoneater; 07-18-2020, 01:09 PM.
                        Portfolio:
                        https://mega.nz/folder/xcZTSSBC#p09QCQsoKf0dK-Ow--gJvA https://mega.nz/folder/0QIB3A5C#ig9a2cmg1jcfAh4WcJ1aMQ

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                          #13
                          Originally posted by Archoneater View Post
                          hi and thank you for your smart reply.
                          glad you didn't took it the wrong way

                          Originally posted by Archoneater View Post
                          you sure,there is no way for UDK to look like the examples?UDK is a improved version of Unreal Engine 3,right?+UDK supports both FXAA and MLAA.+we have 2020 hardware and software has their effizeince improved.
                          look up what local IBL reflections mean and then try to think how you'd implement local reflection probes in UDK. a nightmare to implement without texture arrays, which are not in any way implemented in UE3. without IBL reflections you'll never get past the simple phong lighting model for specular highlights, so you'll never get close to Batman in terms of shading and reflections.
                          and 2020 hardware doesn't mean the software is properly utilizing it. engines are different in their technology.

                          Originally posted by Archoneater View Post
                          uhmm,
                          btw,how again was the command for setting the MLAA in the console.was it :set MaxMultiSample (),scale set MaxMultiSample ().i totally forgot(somebodyhelppls).
                          I don't remember exactly but IIRC you need a few commands.
                          "scale set bAllowD3D9MSAA true" and "scale set MaxMultiSamples 4" might be enough.

                          Originally posted by Archoneater View Post
                          well,the source code,
                          hmm don´t know.Users can manipulate the class scripts,ini config files or working with DLL´s..i´m not that experienced and not at the point to come across at high rate,therefor
                          i don´t know much about the advantages having the source code.+i do not intend changing the layout of the editor or sort of that.
                          without the source code you can't modify the engine so it will never be graphically as good or efficient as UE4, Frostbite or other modern engines. then again it sounds like you don't intend (or have the experience) to do it anyway.

                          Originally posted by Archoneater View Post
                          the only thing so far,is having alembic and a improved FBX import manager+Vector field into the cascade editor,yeah and here and there of course some little improvements,the rest is perfect!
                          sorry to break it down but you won't get any of this. these are not trivial to implement (require engine changes). interacting with the editor's file formats and features are not things that can be done with dllbind.

                          Originally posted by Archoneater View Post
                          as i already mentioned,UDK render matches with the reality,as we sense it.while the rest too much AA contains..giving the mind too much details can cost the imagination,you might giv it a thought.
                          for me UDK's rendering is inferior to other modern engines but if UDK's render quality matches your needs then that's great!

                          Originally posted by Archoneater View Post
                          however,such thing´s can be also achieved with Dll Bindings,right?therefor i don´t need a source code,since the most is perfect in UDK,imo.
                          well no, it can't be achieved with dllbind as I mentioned above.

                          Originally posted by Archoneater View Post
                          ...leave me alone with assets from asset shop.this was another reason why i quit working with Unity 3D.i´m so greatfull UDK is a closed system,no need of assets.
                          Udk comes with a wide range of usefull tools,imo.sure here and there it lacks,but it can be faked.
                          if you don't need third party assets and can yourself produce all the art you need that's also great!
                          having made a small game where I created all the art I can only appreciate having good asset libraries. sure the marketplace's asset quality might not always be great (but AFAIK it's more consistent than Unity's asset store), but if you're making a realistic game nothing compares to having the entire Quixel library for free.

                          Originally posted by Archoneater View Post
                          support is ok,could be better but it´s fine.this forum and youtube tutorials+i collected my self over 15GB tutorials.
                          the day you have an engine crash and have no support from epic and realize none of us in this forum can help in any way you'll understand

                          Originally posted by Archoneater View Post
                          sites like this https://www.indiedb.com/games/mind-p...halamus/images or this https://en.wikipedia.org/wiki/List_o...nreal_Engine_3 gives UDK dev. the chance to contact the Developers of Indie games or the Pros from the Industry.
                          the fact that UE3 was used in many games doesn't nmean you can just contact those games' developers and get support from them. I myself was part of a commercial UE3-based game from that list, and I'm sure my former studio will not waste resources (time) answering questions from some engine user, especially an engine they don't even use anymore.
                          Mind: Path to Thalamus is a UE4 game btw.

                          Originally posted by Archoneater View Post
                          hm,special the mem. size of this amazing tool is great!compared with UE4,boy!+it must be with Visual Studio compiled in order to use.VS takes also alot of space+Assets+3ds Max+Maya etc.

                          therefor i can skip VS and the tons of Assets in order to save space on my SDD.all the tons af tutorials are my assets!i couldn´t escape..but when i loaded the stuff into my head,it´s done and
                          can be deleted to save space.
                          if SSD space is so important for you then sure, I understand if you need a lighter engine
                          Follow me on Twitter!
                          Developer of Elium - Prison Escape
                          Local Image-Based Lighting for UE4

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                            #14
                            hey,
                            thanks for your time.

                            look up what local IBL reflections mean and then try to think how you'd implement local reflection probes in UDK. a nightmare to implement without texture arrays,
                            well not quiet,when i turn the light off or even delete!+setting the Enviroment Light value+Highlights+Midtone and Tonemapper.i´m still able to see,including specular pong!.
                            i haven´t tried yet,to add some scene capture ..UDK even manage to render in kind of Toolbag manner.told ya can be faked.nothing new in the game scene.

                            however,
                            i watched several examples from different render engines like,Cryengine,Uniguine,killzone Engine(don´t know the name),Halo Engine(same),Frostbite Engine,Max Vray,Unity 3d,Crystal Engine,UE4/5..

                            what i observed,UDK is capable to render in KIND of the same Quality,like Cryengine,Uniguine and a weaker Texture Streaming version of VRay.for example. the starcraft 2 cutscenes..
                            Frostbite is IMO the real deal,because is capable to match the shade of reality way better than UDK could.

                            UDK is just awesome in the cinematic depths..to give you a idea.making some animation of the movie "Matrix"
                            in UDK,would pretty match with the film Quality,shades and also with the atmospheric density.watching arkham knights as cutscene movie on youtube was pretty entertaining,even in 4k.btw, hardware can improves and emulate the game quality..anyway,doing a remake with UE4/5 would destroy AT LEAST the atmosphere because the film had not that 4-8k res.
                            same with the movie "The Infinity Story" or "Lord Of The Rings"or "Aliens" from the 90´s.

                            i watched the UE4 game "CyberPunk"from the technical view,motions above 90 fps,Texture Streaming,great,altough it´s not like the movie "Bladerunner",right?!
                            this is what i mean,when i say:"too much details can cost the imagination"therefor i was not that much impressed like i should be,because everybody and next gen. and so on.

                            since i figured out how strong the UDK render is,i want to make some remakes or some elements of it like Matrix,The Neverending Story,Blame the Manga...one day!

                            without the source code you can't modify the engine so it will never be graphically as good or efficient as UE4, Frostbite or other modern engines. then again it sounds like you don't intend (or have the experience) to do it anyway.
                            yah,i see but told ya i´m not that skilled in the technical aspect.but now,i know the advantages of having the Source Code.i would like have a Vector Field in UDK and a better FBX import manager+alembic import options.

                            sure,i intend to improve my beloved UDK!i might not have that experience nor that specific knowledge and yet i know were i can get this and extract this in order to understand the other one+
                            i´m in the learning process..


                            for me UDK's rendering is inferior to other modern engines but if UDK's render quality matches your needs then that's great!
                            i picked some great ones out and those are not heavy modified versions of UE3..

                            https://www.youtube.com/watch?v=9EbsFRtELgI

                            https://www.youtube.com/watch?v=jiSM1-EV4ZI

                            https://www.youtube.com/watch?v=aiXLAAi5i1w

                            https://www.youtube.com/watch?v=boVHMYWVVrA

                            https://www.youtube.com/watch?v=KQkDnK6T0w0

                            https://www.youtube.com/watch?v=DYFwCfANXzg

                            https://www.youtube.com/watch?v=xbuD0wJ_T9k

                            there is more when you need...UDK still Rocks the Boat!


                            if you don't need third party assets and can yourself produce all the art you need that's also great!
                            sure i wanna have such libraries,but space and those assets costs also.manufacturing own assets is a basic..

                            the day you have an engine crash and have no support from epic and realize none of us in this forum can help in any way you'll understand
                            i´m prepared for the D-Day


                            the fact that UE3 was used in many games doesn't nmean you can just contact those games' developers and get support from them. I myself was part of a commercial UE3-based game from that list, and I'm sure my former studio will not waste resources (time) answering questions from some engine user, especially an engine they don't even use anymore.

                            thank you for your encouragement,regardless your comment about this,i will try..
                            i already was asking members here in the forum to make a group with the task make requests about tutorials and goodies...but so far nobody.


                            Mind: Path to Thalamus is a UE4 game
                            no and yes.it was made in UDK and later recreated in UE4

                            https://forums.unrealengine.com/comm...th-to-thalamus

                            https://steamcommunity.com/app/29607...5103619382556/

                            but he didn´t unleashed the power in UE4..


                            alright,bye.


                            Last edited by Archoneater; 07-19-2020, 04:31 AM.
                            Portfolio:
                            https://mega.nz/folder/xcZTSSBC#p09QCQsoKf0dK-Ow--gJvA https://mega.nz/folder/0QIB3A5C#ig9a2cmg1jcfAh4WcJ1aMQ

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