Bethesda @gstaff, @ Pete Hines read this about a Creation Ki

Post » Sat Jun 07, 2014 11:01 pm

Unreal Engine does not use Havok physics engine the only Unreal Engine I know that uses Havok is in Mass Effect and BioShock and that's because those developers decided to add Havok physics engine in the Unreal Engine 3.

Unreal Engine 3 for Unreal Tournament does not use Havok it uses Nvidia's PhysX engine and I believe Gears of War on PC also uses Nvidia's PhysX.

Unreal Engine using Scaleform I know that already.

As I said the Unreal Engine 3 in Mass Effect, BioShock, and Borderlands only uses Havok physics engine Batman: Arkham Asylum and Batman: Arkham City use Nvidia's PhysX it all depends on what physics engine the game developer company wants to put in.

Epic Games when they made Unreal Engine 3 and Unreal Engine 4 they never used Havok only Nvidia's PhysX.

This comment confuses me are you saying that Assassin's Creed, Assassin's Creed II, Assassin's Creed III, Assassin's Creed: Brotherhood use Unreal Engine 3 because they use Anvil Engine Assassin's Creed: Revelations engine is unknown it says Custom Built Splinter Cell: Conviction engine uses LEAD Engine not Unreal Engine 3 now if you are saying it uses Havok and Scaleform then I can understand that please make this comment more understandable
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Tracey Duncan
 
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Post » Sat Jun 07, 2014 1:22 pm

Crysis does use Scaleform as well and so does Crysis Warhead http://en.wikipedia.org/wiki/Scaleform scroll down to 2007 and 2008.
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Kortniie Dumont
 
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Post » Sat Jun 07, 2014 4:48 pm

But Scaleform determines where the constellations are in relation to eachother. So adding another tree in between two others would require altering the scaleform files. The actual number is just an engine thing, but where they go is entirely scaleform.
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Neil
 
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Post » Sat Jun 07, 2014 5:28 pm

Do they not use the Unreal Engine? Because they have Unreal copyrights ALL over them. (Which I know doesn't exactly mean they use the engine) With everything I've read I was always under the impression that they used Unreal. They may use custom versions just for that series, but it's all built off Unreal. The only AAA game that Ubisoft makes that I KNOW doesn't use the Unreal is Farcry 2. (Because Unreal didn't work for that type of game)


Regardless, on topic; Beth uses Scaleform which they aren't licensed to allow us to edit. So we can't add new perk trees.
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Alister Scott
 
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Post » Sun Jun 08, 2014 12:27 am

I cant find the video for about Mike Capps telling Todd Howard to use Unreal Engine 4 for TES 6.
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Ells
 
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Post » Sat Jun 07, 2014 8:39 pm

Here are the links to the games showing what engines they use.

These ones use Anvil Engine.

http://www.moddb.com/games/assassins-creed
http://www.moddb.com/games/assassins-creed-ii
http://www.moddb.com/games/assassins-creed-iii

This one uses Custom Built because no one knows it's actual name.

http://www.moddb.com/games/assassins-creed-revelations

This one uses LEAD Engine.

http://en.wikipedia.org/wiki/Splinter_Cell:_Conviction

Here it says Custom Built for some reason.

http://www.moddb.com/games/tom-clancys-splinter-cell-conviction
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Amber Ably
 
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Post » Sat Jun 07, 2014 7:40 pm

Skill trees have very little to do with the scaleform player.. just sayin'
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Shannon Lockwood
 
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Post » Sat Jun 07, 2014 2:12 pm

No it doesn't, it's passed the skilltext, azmuth and altitude (or distance) so it can place the text correctly
The stars are placed by the game, as is the background nif
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Samantha Mitchell
 
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Post » Sat Jun 07, 2014 10:49 pm


Nobody wants to replace an existing tree with a new one. They want to make add a new tree without replacing an existing one. As scaleform obviously controls that, we can never add new trees without replacing.

Can you show us how they can be added then WITHOUT replacing. Just wonderin'
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Matt Bee
 
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Post » Sat Jun 07, 2014 3:05 pm

Yes the actual shape and the stars, but the amount of constellations and where they are when you pan through all of them is a UI feature set up via Scaleform. This is why we can replace existing tree's, but we cannot add new ones.
Yes, and that doesn't mean that those aren't built off of Unreal. Since we get no more information than a simple 'Engine: LEAD' box. For example, what engine does Skyrim use? The Creation Engine. What is it heavily based off as a middleware? Gamebryo. Same thing. Skyrim uses a custom version of the Gamebryo engine that Beth has copyrighted seperately.

AC and SC use custom varients of the unreal engine. They have copyright tags all over the games and it shows the splash logo, along with listing copyright info and trademarks for the engines. They may not flat out use 'Unreal', but it's built off it, I gurentee.
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meghan lock
 
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Post » Sun Jun 08, 2014 1:02 am

The Assassin's Creed games and Splinter Cell: Conviction uses their own engines and they use parts of Unreal Engine 3 or heavily modified parts of Unreal Engine 3 but as I keep saying Epic Games lets you release all the Source Codes you want to modders for free there is no licensing restriction on it the only licensing they have to pay to Epic Games is for the use of Unreal Engine 3 after they make $50,000 dollars that's it their Source Codes and Unreal Development Kit (UDK) is all free no restrictions or licensing there just the Unreal Engine itself.
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Leonie Connor
 
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Post » Sat Jun 07, 2014 3:39 pm

LOL, please show me where epic gives away the source code for UE3 for free, even though they have been charging companies over $300,000 usd for the full engine license all this time.

i want to make my own game engine
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Jay Baby
 
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Post » Sat Jun 07, 2014 11:18 am

Epic Games does not charge $300,000 (USD) dollars to use Unreal Engine 3 you can use it for free to make games until you make $50,000 (USD) dollars profit after that you have to pay royalties if you say they charge you $300,000 (USD) dollars to make a game with Unreal Engine 3 then post me a link BioWare used it to make Mass Effect, Mass Effect 2, and Mass Effect 3 Tripwire Interactive used it to make Red Orchestra 2: Heroes of Stalingrad Arkane Studios is using it to make Dishonored 2K Boston, 2K Australia used it to make BioShock 2K Marin, 2K China, Digital Extremes, and 2K Australia used it to make BioShock II Irrational Games is using it to make BioShock Infinite.

So please show me a link where it says they charge $300,000 (USD) dollars.

I think that $300,000 fee was from 2008 it has changed.
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Ronald
 
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Post » Sun Jun 08, 2014 12:04 am

all AAA titles that use unreal engine use UE3... NOT UDK.

UE3 comes with the full source code so that software engineers can tweak the engine to their benefit, UDK does not. At best, UDK only provides documentation for Uscript. Scripting language != Source code.

as for the price, it varies depending on your company and needs. why dont you ask their sales team yourself: http://www.unrealengine.com/en/licensing/ (emphasis on the word sales)


anyone can use the 'free' 50k UDK license model, but you sure as hell do not receive the same full engine source code as UE3
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Soku Nyorah
 
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Post » Sun Jun 08, 2014 3:05 am

UDK and UE3 *are* the same engine, what you get for being a UE3 licensee is access to source code and additional middleware that Epic could either not afford to include for free in the UDK, or were simply not given permission to include due to licensing rules with the middleware company. CryEngine 3 SDK *does* give you FULL access to the source code no matter your license, and the only real difference is what middleware you can access with what license. They are all the same engine. And in fact, all versions of CryEngine 3 come with the Scaleform middleware. I'm actually not sure what additional middleware CryTek even includes other than Scaleform... almost all of their middleware is in-house/proprietary, so licensing is not an issue.

Really, the only difference in licensing is your intended use of the program, and not what features you want out of the program. Meaning, especially in CryEngine's case, you get almost the exact same thing no matter the license, the license just limits what you can do with the games you make. They did this for very good reasons, namely to support independent studios, educational institutions, and hobbyists. And probably also for good PR, let's face it.
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Sam Parker
 
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Post » Sun Jun 08, 2014 3:00 am

In dawnguard when you become a werewolf or vampire, it unlocks the new skill trees doesn't it?
Anyone know if you can access the old skill tree sets at the same time, or do you have to become none-vampire/none-werewolf to access them?
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Suzie Dalziel
 
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Post » Sun Jun 08, 2014 2:21 am

The new skill trees are entirely separate entities, not part of the existing Skills tree, and will only show when you are in werewolf or vampire lord form. You cannot access them in normal form.
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Ron
 
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Post » Sat Jun 07, 2014 3:28 pm

Do the perks from normal form remain when you're a vamp/wolf?
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DeeD
 
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Post » Sat Jun 07, 2014 11:00 am

No, when you are in vamp or were form, that is the only perk you see.
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lolly13
 
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Post » Sat Jun 07, 2014 6:18 pm

I sure hope that after release of PC Dawnguard we can finally know how to create non-skill based perk trees.

I'm sure with the help of SkyUI guys we can find a way to hack some separate perk trees in there, like in an alternate perk tree page, or some such.
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Sunny Under
 
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Post » Sat Jun 07, 2014 10:34 am

Again, it's all hardcoded. We can't change the number of perk tree's. Only the perk tree data that's stored in the CK. (Shape, descriptions, names and effects)
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ijohnnny
 
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Post » Sun Jun 08, 2014 12:32 am

AS doesn't determine where the constellations are, that's the game that does that. All the AS code does is determine which camera locations you're limited to. If you hacked in another constellation somewhere it'd show but you probably wouldn't be able to highlight it properly until you changed the actionscript
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Jeremy Kenney
 
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Post » Sat Jun 07, 2014 8:50 pm


I'm not talking about adding skill based perk trees, but I hope someone can be able to hack the UI, like that:

In the sky view, showing the skill perk trees, there could be a button to switch to additional perk trees, and with UI hacks we could select those perks, which would toggle some predefined Global variables on, if we select any perk, like this:

An array of for instance another 18 rows of 50 Integer values which are by default 0, as the default perk rank, which as we select the perk, they would increase in number.

There can be other arrays defining rules, max rank count for each perk, inter-dependencies and the like, all of which can be defined by other arrays, and it all depends whether UI flash application can access in-game global variables, and if not, whether SKSE can be any help in the subject.
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lolli
 
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Post » Sun Jun 08, 2014 1:53 am


Oddly enough, we were just talking about this in another thread:

We could have any number of perk trees, and by enabling all but one in flash, we could display just the one we wanted.

I'll bet you that's how the werewolf and vampire ones will turn out to work. Same menu stub, but changes perk screen dependant on form.


Could do that too. Write a flash container movieclip and load the default perk trees. Float selector buttons on top and use them to switch the underlying movie.

Might still be easier to make separate context-dependent trees though.
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Ally Chimienti
 
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Post » Sat Jun 07, 2014 7:39 pm

All AAA titles use Unreal Engine 3 yes but Unreal Development Kit (UDK) is a Source Development Kit (SDK) that is used to make the video games and mods for the Unreal Engine 3 to run on every video game engine has a Source Development Kit (SDK) for it just like how Bethesda has the Construction Set for The Elder Scrolls III: Morrowind, Bloodmoon, Tribunal which had the Nettlemerse/GameBryo Engine, The Elder Scrolls IV: Oblivion, Shivering Isles has the Construction Set for the GameBryo Engine it runs on Fallout 3 and Fallout: New Vegas same thing, The Elder Scrolls V: Skyrim running on the Creation Engine/GameBryo Engine has the Creation Kit.

Unreal Engine 3 is the same thing as Unreal Development Kit (UDK) as I said it is a Source Development Kit (SDK) for Unreal Engine 3 it comes with all the Source Codes you want.

BioWare got one for Mass Effect, Mass Effect 2, and Mass Effect 3

2K Boston, 2K Australia 2K Marin, 2K China, Digital Extremes, and Irrational Games got one for BioShock, BioShock 2, and BioShock Infinite.

Crytek used a Source Development Kit (SDK) for CryEngine, CryEngine 2, and CryEngine 3 and all 3 CryEngines used Scaleform.

Crytek's CryEngine and it's Source Development Kit (SDK) as well as Epic Games Unreal Engine 3 and Unreal Development Kit (UDK) are the same things.

The licensing link you posted me does not work their website is down or something I have been trying for a day to go on it http://www.unrealengine.com/en/licensing/

Epic Games charges you $99 +25% royalties after you make $50,000 dollars (USD) profit for using Unreal Engine 3/Unreal Development Kit (SDK).

I also study Java, C, C++, and Visual Basics in college this year in August will be my 3rd year so I know what I am talking about do you do any C, C++, Visual Basics, and Java ETC?

Everything in jonwd7's comments that he posted to you is correct.

UDK and UE3 *are* the same engine, what you get for being a UE3 licensee is access to source code and additional middleware that Epic could either not afford to include for free in the UDK, or were simply not given permission to include due to licensing rules with the middleware company. CryEngine 3 SDK *does* give you FULL access to the source code no matter your license, and the only real difference is what middleware you can access with what license. They are all the same engine. And in fact, all versions of CryEngine 3 come with the Scaleform middleware. I'm actually not sure what additional middleware CryTek even includes other than Scaleform... almost all of their middleware is in-house/proprietary, so licensing is not an issue.

Really, the only difference in licensing is your intended use of the program, and not what features you want out of the program. Meaning, especially in CryEngine's case, you get almost the exact same thing no matter the license, the license just limits what you can do with the games you make. They did this for very good reasons, namely to support independent studios, educational institutions, and hobbyists. And probably also for good PR, let's face it.
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FLYBOYLEAK
 
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