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Die besten Mods

Am 24. Dezember 2009 | 2:31 Uhr von Simon in Sonstiges geposted.

Ich habe für euch eine kleine (ähm.. ja), nette Liste der besten Mods zu Computerspielen, die Heutzutage noch gespielt werden, Zusammengetragen. Einhundert Prozent Subjektiv.

Zu jedem Game gibt es eine Top 5, sowie ein paar weitere Tipps, sollte die Auswahl an erstklassigen Mods so Riesig sein. Bei den Spielen, wo die Auswahl nicht so Groß ist, gibt es keine Top-Liste oder nur weniger Plätze.

Nun genug gequassel, viel Spaß beim Stöbern.

Ich möchte allen ein frohes Weihnachtsfest und einen guten Rutsch ins neue Jahr Wünschen!

Es geht um diese Games:

  • ArmA 2
  • Anno 1401
  • Battlefield 2
  • Crysis / Crysis Warhead
  • Deus Ex
  • Dragon Age
  • Emergency 4
  • Fallout 3
  • Grand Theft Auto IV
  • GTR 2
  • GTR Evolution / Race On
  • Half-Life 2
  • Left 4 Dead
  • Need for Speed: Most Wanted
  • Need for Speed: Shift
  • rFactor
  • Unreal Tournament 3
  • Quake 4

ArmA 2

ArmA 2, auch Armed Assault 2 ist eine Militärsimulation, die sehr viel Spaß macht. Es gibt riesige Inseln, unzählige Fahrzeuge, Flugzeuge, Hubschrauber, Boote, Waffen und noch viel mehr. Hier muss man vor allem den Mehrspielermodus hervorheben.

Platz 5: FDF Podagagorsk

Eine schöne Insel mit Flüssen, Seen, Kornfeldern, 600.000 Objekten, neuen Texturen - Top!

Platz 4: CAA1

Hiermit kann man alle möglichen ArmA 1 Inhalte in ArmA 2 benutzen.

Hiermit kann man alle möglichen ArmA 1 Inhalte in ArmA 2 benutzen.

Platz 3: F-16 Fighting Falcon

Ein wirklich tolles Flugzeug, für mich das beste für ArmA 2

Platz 2: JTD Fire And Smoke

Realistische Rauch- und Feuereffekte. Sehr Atmosphäre fördernd.

Platz 1: A.C.E. Advanced Combat Environment

Mehr Realismus, sehr viele neue Funktionen, Waffen, Vehicel, Platz 1!

Es gibt natürlich noch sehr viel mehr für ArmA 2, ich könnte mindestens 50 Plätze mit Top-AddOns füllen. Deshalb hier zwei gute Anlaufstellen: Armaholic.com – was dort nicht auftaucht, gibt es nicht. Armed-Assault.de ist meine deutsche Lieblings ArmA 2 Fanseite.

Anno 1404

Für dieses schöne Aufbauspiel wurde ein SDK Released, dementsprechend gibt es auch neue Dinge für Annoholiker. Leider nicht so viel, daher kann ich leider nur auf zwei gute Mod-Datenbanken Verlinken:

Anno 1404 Modification Manager Modification Database

Klasse Modmanager und Mods dafür. Nützlich.

Annopool.de

Mods, Szenarien und noch mehr gibt es auf Annopool.de

Battlefield 2

Ein Klassiker der immer noch sehr viel gespielt wird.

Platz 5: BF2 Zombie Mod

In dieser Modifikation gibt es Zombies.

Platz 4: Allied Intent Xtended

Allied Intent Xtended - Beliebte Mod mit unzähligen Bereicherungen.

Platz 3: Operation Peacekeeper

Operation Peacekeeper spielt im Kosovo Krieg.

Platz 2: Forgotten Hope

Eine Klasse WW2-Modifikation. Platz 2.

Platz 1: Project Reality

Macht Battlefield 2 Realistischer, fügt viele neue Spielzeuge und Maps hinzu.

Crysis / Crysis Warhead

Sicherlich für die meisten nur ein Grafik Blender. Aber was für einer! Deshalb gibt es auch hier tolle Mods bzw. Maps

Platz 5: Crysis Baska

Kommt Q2 2009, Dauert 10 Stunden und soll eine geniale Story haben.

Platz 4: Natural Mod

Verbessert die Beleuchtung = Sieht noch besser aus. Pflichtmod.

Platz 3: War of Crysis MOD

Hiermit kannst du die alten Crysis Maps mit der verbesserten Crysis Warhead Engine Zocken

Platz 2: Der Hafen

Die beste Singleplayer Map, die ich kenne!

Platz 1: MechWarrior: Living Legends

Noch nicht erschienen aber bei den Bildern muss die Mod einfach in die Liste, Ingame Grafik!

Wer von Crysis noch nicht genug hat, sollte mal auf der Offiziellen Crymod.com Seite vorbeischauen.

Deus Ex

Für mich eines der Games mit der besten Story. Sehr alt aber sehr sehr genial. Kein Nachfolger oder anderes Spiel ist meiner Meinung nach an Deus Ex ran gekommen.

The Nameless Mod

Komplett neue Geschichte, sehr cool, anschauen! Mod ist ziemlich neu

Deus Ex HDTP

Eine coole Mod, die sehr viel bessere Texturen für das alte Spiel bereit hält.

Dragon Age

Das neue Epische Rollenspiel von Bioware wurde mit einem SDK ausgestattet, es gibt daher schon einige Mods.

Platz 5: Dragon Launch

Hiermit kann man Perfekt DLC's und andere Tweaks verwalten.

Platz 4: Dragon Age Mutator

Hiermit könnt ihr unzählige Änderungen am Spiel vornehmen

Platz 3: Realistic Mod

Hiermit bekommt ihr nakte Tatsachen!

Platz 2: JBtextures

Fügt dem Spiel schönere Texturen hinzu

Platz 1: Enigma Battle Arena and Dungeon

Neue Questreihe für Chars Level 20+

Emergency 4

Ein Echtzeitstrategiespiel, in dem Rettungskräfte wie Feuerwehr, Ärzte, THW Simuliert werden. Sehr viel Modding. Vielen Dank an meinen Kumpel Christian für die Liste, ich kenne mich nämlich bei EM4 nicht aus.

Platz 5: Fachzug 22

Hier geht es um den Fachzug 22

Platz 4: Los Angeles (LA Mod)

Hier geht es in Los Angeles zur Sache

Platz 3: Florian Hamburg

Rettungsteams aus Hamburg kommen hier zum Zug

Platz 2: Rescue Trainer Simulator (RTS)

Den Namen nach zu Beurteilen geht es wohl um Realismus

Platz 1: Winterberg

Hier geht es um die Einsatzkräfte der Stadt Winterberg

Fallout 3

Ein Grandioses Endzeitspiel, welches jeder gezoggt haben sollte. Von den Machern von Oblivion.

Platz 5: Fallout Mod Manager

Hiermit lassen sich die Mods am einfachsten Organisieren

Platz 4: DIMONIZED TYPE3 female body

Na, was das wohl sein könnte? ^^

Platz 3: Marts Mutant Mod

Neue Mutanten für Fallout 3

Platz 2: Argyle’s Rückkehr

Argyle lebt wieder, neue Quest, Belohnung ... lohnt sich!

Platz 1: Claw Peak

Die genialste Questmod überhaupt, die es gibt! Platz 1!

Grand Theft Auto IV

Die GTA-Reihe war bei mir immer schon sehr beliebt, zum Glück gibt es hier sehr viele geniale Mods!

Platz 5: GTA Environment Mod

Macht GTA IV viel schöner!

Platz 4: Realistic Driving n Flying

In über 420 Stunden wurden die Physiken in GTA 4 Realistischer gemacht

Platz 3: 100 HQ Cellphone Themes

100 geniale neue Themes für dein Handy in GTA

Platz 2: Real Cars Mod

Fügt viele Reale Autos GTA IV hinzu.

Platz 1: The Lost and Damned Unlocked

Schaltet sehr viele Dinge des AddOns frei, die schon in den GTA IV Dateien schlummern

GTR 2

Schon ein wenig älter, wird aber immer noch kräftig mit Mods versorgt.

Platz 5: FVRV8 2009

Australische Touren Meisterschaft, klasse Mod!

Platz 4: FIA GT 2008

Hier kannst du an der 2008er FIA GT Saison teilnehmen

Platz 3: Tuning Cars 2

Irre schnelle Wagen und geniale Physik und Hammersound!

Platz 2: Super GT GT500

Japanische Rennserie, von der Qualität extrem gut!

Platz 1: World Super Grand Touring (WSGT)

Geniale Auto Modelle, geiler Sound, gute Physik - mein Favourit für GTR 2

GTR Evolution/Race On

Der neueste Ableger von Simbin, ist ziemlich beliebt.

Platz 5: Porsche 935

Schwer zu Fahren, aber dennoch sehr genial!

Platz 4: Jylandsringen

Eine der besten Scratch-Made Strecken, die es für GTR Evolution gibt

Platz 3: FVR DTM 2007 & 2008

Hier könnt ihr die DTM Fahrzeuge 2007 und 2008 bewegen

Platz 2: Porsche 997 & Ferrari F430

Hiermit könnt ihr den Porsche 997RSR und Ferrari F430 fahren

Platz 1: MMG F1 2007

Noch nicht erschienen, kommt aber ziemlich bald.

Half-Life 2

Der Shooter mit der Source Engine ist sehr einfach zu Modden, deshalb gibt es hier einige Weltklasse Mods, die sich nicht vor Komerziellen Projekten verstecken brauchen!

Platz 5: Pirates, Vikings & Knights II

Piraten, Wikinger und Ritter kloppen hier sich - recht Lustig

Platz 4: Fake Factory’s Cinematic Mod

Macht die alte Grafik von Half-Life 2 wieder Zeitgemäß

Platz 3: Goldeneye Source

Goldeneye Source dreht sich um den James Bond Film, cooler Mehrspieler Shooter

Platz 2: Neotokyo

Coole, moderne Multiplayer Gefechte in Tokio

Platz 1: INSURGENCY: Modern Infantry Combat

Insurgency ist für mich die Beste Half-Life 2 Mod, die es überhaupt gibt!

Left 4 Dead

Mehr Abenteuer mit den Zombie-Ansammlungen gefällig?

Platz 5: Dark Blood

Ein Ölbohrturm sieht Verlassen aus ... oder doch nicht?

Platz 4: Detour Ahead

Detour Ahead

Platz 3: Left 4 DeadCity Campaign

Tolle Kampagne - unbedingt anschauen!

Platz 2: Heaven Can Wait

Nach einem Flugzeugabsturz befindet ihr euch in einem vom Militär Evakuierten Gebiet

Platz 1: Death Aboard v7

Hier musst du aus einem Knast auf eine Insel flüchten

Need for Speed: Most Wanted

Altes Spiel, aber für mich nach NFS 4 und Shift der beste Teil der Serie!

Platz 5: Aston Martin DBR9

Aston Martin DBR9

Platz 4: Pagani Zonda R

Pagani Zonda R

Platz 3: Audi R8

Audi R8

Platz 2: Ferrari F50

Ferrari F50

Platz 1: BMW M3 E92

BMW M3 E92

Need for Speed: Shift

Slightly Mad Studios haben hier eine Arcade/Simulation Mischung gezaubert, die die beste Grafik aller Rennspiele (erschienen) hat und mit den Mods noch mehr Spaß macht!

Platz 5: Cockpit Camera Mod

So kann man viel mehr vom Cockpit sehen und entspannter rasen!

Platz 4: Real Damage

Nun können die Wagen richtig Kaputt gehen!

Platz 3: Realtime Camera Control

Damit kann man die Kamera frei Bewegen und es gibt inoffiziell TrackIR unterstützung

Platz 2: Sun Mod

Sorgt für eine schönere Beleuchtung

Platz 1: Alpine Mod

Noch nicht erschienen, aber weil erstes Modding Auto - Platz 1!

rFactor

Das Spiel, was ohne Mods gar nichts wäre. Kein Wunder rFactor ist von Anfang an mit dem Ziel eine Modding Plattform zu sein, auf den Markt gekommen.

Platz 5: DRM Mod

Alte Wagen, geiler Sound, geile Physik und bald kommen noch weitere Wagen wie der Ford Capri

Platz 4: Flugplatz Mainz-Finthen

Hier gibt es den Flugplatz Mainz-Finthen - Rennserien wie die DTM in den 80er fanden dort statt

Platz 3: VLN 2005

Hier gibt es über 180 Wagen - und die komplette VLN 2005 Saison auf der Nordschleife

Platz 2: Endurance Series

Sehr coole Mod - Hammersound und "Schwierige" Physik

Platz 1: CTDP F1 2006

Formel 1 Saison 2006 - die Qualität dieser Mod ist einfach Atemberaubend

Unreal Tournament 3

Eine der besten Engines auf dem Markt, hier gibts einige hochwertige Mods!

Platz 5: Airborn

Action Adventure auf fliegenden Welten - ein Blick lohnt sich wirklich

Platz 4: Angels Fall First: Planetstorm

Kämpfe im Weltraum und am Boden

Platz 3: Millagun

Geile Kämpfe mit deinem Space Ship - du musst das Universum retten!

Platz 2: The Ball

The Ball ist ein intelligentes Action-Puzzlespiel

Platz 1: The Haunted

Third-Person Horror-Action Spiel der Extraklasse! Platz 1!

Wer noch nicht genug hat, sollte hier schauen: Moddb.com

Quake 4

Das brutale Ballerspiel wird sehr viel gemoddet.

Platz 5: Evolved

Diese Mod fügt Quake 4 Massenhaft neue Rendering Möglichkeiten hinzu

Platz 4: Requiem: Avenging Angel

Coole Total Conversion!

Platz 3: Use Destruction

Use Destruction ist eine coole Singleplayer Kampagne

Platz 2: Zero Barrier

Kampf gegen den Terror

Platz 1: HardQore

Hier geht es Seitwärts richtig zur Sache - wie früher beim Amiga

Das war es nun mit der kleinen Liste, ich hoffe ihr hattet eine Menge Spaß sie zu durchstöbern – Puh ich habe sehr viele Stunden an diesen Artikel gesessen


Need for Speed Shift TrackIR Support und Realtime Camera Control 1.4

Am 15. Dezember 2009 | 17:47 Uhr von Simon in Need for Speed: Shift geposted.

RacerS von TocaEdit.com hat für Need for Speed: Shift ein Tool geschrieben, mit dem man (unoffiziell)  TrackIR benutzen kann. Und als ob das nicht genug wäre, ist es nun auch möglich, in Echtzeit die Kamera-Einstellungen in Need for Speed Shift zu ändern.

Damit sollten neue, wirklich coole Screenshots möglich sein. Mit TrackIR könnt ihr euch frei im Cockpit umgucken, was wirklich sehr Interessant ist. Des weiteren kann man mit diesem Programm zum Beispiel das FOV verändern, von vielen Simracern erwünscht und alle möglichen anderen Einstellungen. Es sind nun keine Grenzen mehr gesetzt.

TrackIR in action:

Camera Tool

Ich würde mich übrigens sehr darüber freuen, von euch interessante Screenshots zu bekommen, die mit diesem Tool gemacht wurden. Die Besten werden in meinem Blog präsentiert Falls genug Einsendungen kommen, werde ich ein Voting Veranstalten, welches Bild denn am Besten ist.

Spoiler for eadme

Need For Speed SHIFT Camera Control v1.4

This will allow you to edit cameras in realtime and also adds unofficial TrackIR support.

Notes:
Supports Need For Speed SHIFT v1.1 Patch ONLY
Tested on Windows XP SP3 and Windows 7.
Requires .NET Framework 2.0 and DirectX August 2009 Updates.
Supports new cameras if you’ve added them to cameraconfig.xml, just name them in sequence (eg; CockpitCam5, CockpitCam6) up to 10.
Backup your career if possible.
If you are using TrackIR I recommend you zero out Head Physics Scale.

Installation:
Extract files anywhere you like.
Copy ‘d3d9.dll’ from this package to your Need For Speed SHIFT directory if you want to use the in-game control viewer (not recommended).
Or run the game in windowed mode.

Usage:
Run SHIFT Camera Control.exe
Run game then press * to enable control viewer.
Edit values with the mouse. (no hotkeys in this version yet)
Press Save to save current camera setting (saves to presets.dat, does not change game files)
Press Reload to reload camera data from file.
For TrackIR, make sure TrackIR software is loaded before you start Camera Control, then tick the ‘Use TrackIR’ box.
Press F2 if you want to use camera control in replays, remember to turn this back off or the game may crash upon exiting

Known Bugs:
Some settings require you to cycle the camera to see the effect.

History:

10\9\09
First Release

10\10\09 -- v1.1
Fixed some crash bugs
Fixed possible career corruption when using TrackIR
Fixed CockPit camera failing to load preset on race start
Fixed TrackIR not working on 64-bit system (compiled as x86 now)
Fixed mouse moving while dragging window with d3d9.dll

10\18\09 -- v1.2b
Changed TrackIR angle scale to match TrackIR software (now you can look straight back)
TrackIR function now uses a Thread rather than a Timer for better performance
Added ‘In Menu’ feature to prevent crashes (will also automatically disable in replays, use F2 to override)
Added HotKey F1 to enable/disable camera control (enabled by default, dont use unless you are trying to prevent a crash)
Added HotKey F2 to enable/disable ‘In Menu’ override
Included GRID version for those who renamed their SHIFT.EXE to GRID.EXE

10\27\09 -- v1.3
Changed interface a bit, it is now a toolwindow
Added TrackIR Options Invert Roll, Limits and Cockpit Only, recommended and enabled by default
Fixed bug with ‘In Menu’ may have caused a crash and caused ‘camera below track’ bug
Camera settings now reload after ‘In Menu’ event
TrackIR thread doesnt use 100% CPU anymore

12\14\09 -- v1.4
Added support for 1.02 Patch

Contact/Credits/Donate:
Made by Racer_S http://tocaedit.com
You like this? I like donations!

Ich habe hier mal ein Bild gemacht (Das Bild mit dem Tool ist vom Ersteller):

Download Version 1.4:

Nun auch mit dem Patch 1.02 von Shift benutzbar


Eigene Spiele mit der Unreal Engine 3 erstellen? Ja! Kostenlos!

Am 9. November 2009 | 1:04 Uhr von Simon in Sonstiges, Unreal Engine 3 geposted.

Wer schon mit den Gedanken gespielt hat, ein eigenes Spiel mit der Unreal Engine 3 zu gestalten, kann dies jetzt mit Hilfe des Unreal Development Kits machen!

Ja, richtig gehört! Hier bekommt ihr die komplette Unreal Engine 3 von Epic Games geschenkt! Das einzige was ihr nicht dürft, die damit erstellten Spiele Kommerziell nutzen, denn dann wird eine kleine Lizenz fällig (eher viel). Lizenzvertrag (englisch)

Alles was ihr dazu benötigt, ist ein 562 Mb Download, und zwar das Unreal Developement Kit. In diesem Download stecken alle Tools, die benötigt werden, um komplett eigene Spiele mit Hilfe der Unreal Engine 3 zu Entwickeln!

Hier mal eine kleine Auflistung der Games mit der Unreal Engine 3 (unvollständig):

Assassin's Creed 1, Assassin's Creed 2, All Point Bulletin, Alpha Protocol, America's Army 3, Aliens: Colonial Marines, Army of Two, Batman: Arkham Asylum, Brothers in Arms: Hells Highway, BioShock, BioShock 2, Borderlands, Elveon, Frontlines: Fuel of War, Gears of War, Gears of War 2, I am Alive, Mass Effect, Mass Effect 2, Medal of Honor: Airborne, Mirror's Edge, Parabellum, Saw, Section 8, Strangehold, Rainbow Six: Vegas, Rainbow Six: Vegas 2, Unreal 3

Ihr solltet aber die Englische Sprache beherrschen, denn wenn man damit etwas machen möchte, ist dies unbedingt Erforderlich, denn die komplette Dokumentation und so weiter ist auf Englisch!

Ein interessantes Video Tagebuch des Entwicklers Psyonix:

So, nun präsentiere ich euch die Killing Features, weshalb die Unreal Engine 3 so beliebt und gut ist:

Features

Powered by award-winning Unreal Engine 3 technology, UDK’s feature set is packed with power and ease of use.
These are just a few of the top-level features used by many of the world’s best game developers to create outstanding games.
Build better, build faster, build more dynamically.
Build with UDK.
features-hero

Complete Editing Environment

icon-editingUnreal Editor makes it Happen. This WYSIWYG tool allows for content creation at lightning speed. The editor itself is actually a suite of tools designed for realizing your content as quickly and easily as possible. For example, you can test gameplay in one window while you edit content in another.

 

features-editing-hero

UnrealEd’s power is readily available and easily accessed. It gives you everything you need to build your world in record time. Its brush-based architectural system lets you create huge environments via drag-and-drop. UnrealEd features the following tools:

  • Terrain Editor, a landscape design tool. Supports geometry editing and painting of alpha layers onto terrain to control blending and decoration, collision data and displacement maps.
  • Material Editor, an intuitive visual tool for designing materials and shaders.
  • Mesh Editor, for previewing meshes and adjusting physics properties. Also includes support for simplification of meshes, generating LODs and texture coordinates and fracturing objects.
  • Animation Editors, for configuring skeletal animation behavior, designing complex animation states, and binding them to in-game events such as sounds and script notifications.
  • Foliage Editor, based on the tree creation and modeling tools of SpeedTree, for highly customized design of a wide array of trees, plants, flowers, etc.
  • Unreal PhAT, the Physics Asset Tool for creating physics rigs for characters and objects (e.g. ragdolls).
  • Unreal Cascade, a particle physics and environmental effects editor.
  • Unreal Matinee, a powerful tool for authoring in-game cinematics.
  • Unreal Kismet, a visual scripting language.
  • UI Editor, a style-based designer for user interfaces. Includes built-in support for importing True Type fonts.
  • Sound Cue Editor, for sequencing audio events and adjusting sound properties.
  • Post-process editor, for chaining together after-effects such as motion blur and depth of field.
  • Unreal Content Browser, a powerful Object Browser for organizing game assets of all types, including a robust Content Tagging system.
  • Scene Manager, with ample geometry and lighting statistics to help your teams optimize scene complexity and performance.
  • Reference Graph viewer, to keep track of your level’s asset dependencies automatically.

 

Pure Rendering Power

icon-renderingUDK brings you Gemini, the multi-threaded rendering system. Gemini creates a lush visual reality and provides the power necessary for photorealistic simulations. Deliver stunning results with this flexible and highly optimized renderer. UDK features a 64-bit color HDR rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post-processing effects such as motion blur, depth of field, bloom, ambient occlusion and artist-defined materials.
features-rendering

UDK supports all modern per-pixel lighting and rendering techniques, including normal mapped, parameterized Phong lighting; custom artist-controlled per material lighting models including anisotropic effects; virtual displacement mapping; light attenuation functions; pre-computed shadow masks and directional light maps. UDK provides volumetric environmental effects that integrate seamlessly into any environment. Camera, volume and opaque object interactions are all handled per-pixel. Worlds created with UDK can easily feature multi-layered, global fog height and fog volumes of multiple densities. UDK also supports real-time structural analysis for producing destructible environments as well as high-performance texture streaming. Additionally, UDK’s scalability settings ensure your game will play on a wide range of PC configurations.

features-rendering_screen2


features-rendering_screen3

 

State-of-the-Art Animation

icon-animationThe Unreal animation system is a skeletal animation system that gives full control over every detail, every muscle and every bone. Make your world more vibrant and add more personality with detailed animations.

 

features-animation-hero

UDK supports up to four bone influences per vertex, allowing for subtle nuances in all your scenes. Full mesh and bone LOD support is also built right into UDK. The AnimSet Viewer tool will organize your animations and help you browse through your meshes. This gives you the ability to add game-specific notifications at specific points of the animation and allows you to place sockets on bones to be used for attaching objects to the skeleton during gameplay. Animation is driven by an AnimTree, a tree of animation nodes including:

  • Blend controllers, performing an n-way blend between nested animation objects.
  • Data-driven controllers, encapsulating motion capture or hand animation data.
  • Physics controllers, tying into the rigid body dynamics engine for ragdoll player and NPC animation and physical response to impulses.
  • Procedural skeletal controllers, for game features such as having an NPC's head and eyes track a player walking through the level.
  • Inverse Kinematics solver for calculating limb pose based on a goal location (e.g. for foot placement).
  • Group animations, handling notifications for the whole group. Synchronize all or a subset of them.
  • Morph target animation, allowing the control of morph target blend weights from animation data, with support for material control as well. Morph animation can be authored in Maya and morph data can be exported via ActorX. Skeletal animation can now control vertex and material animation, with preview in the AnimSet Viewer.
  • Plus, there are no restrictions on the number of animations playing at the same time, number of blends, or post-processing operations.

 

Powerful Scripting

icon-scriptingUDK features UnrealScript, a fully integrated, high-level object-oriented programming language, and Unreal Kismet, an advanced visual scripting solution. These tools allow anyone to create powerful gameplay with virtually limitless control.

 

features-scripting-hero
  • Power UnrealScript features a built-in compiler and integrated preprocessor. Java and C++ programmers can jump right in to scripting.
  • Simplicity Artists and level designers can string together actions, inputs and events in Unreal Kismet to dictate how the world flows and how the player interacts without having to touch a single line of code.
  • Flexibility Unreal Kismet supports math, conditional logic and event handling to create new script actions.
  • Prototyping Have an interesting idea for a character feature, object type or gameplay mechanic? Use Unreal Kismet to throw it together and test it out.
features-scripting-hero2

 

Real World Physics

icon-physicsUDK gives weight to all your creations through its state-of-the-art physics system powered by NVIDIA’s PhysX system. Intense physics can be visually modeled using Unreal PhAT and destructible environments will immerse your player.

 

features-physics-hero
  • Unreal PhAT Visual physics modeling tool built right into UnrealEd. Build and tweak your physics directly with this in-editor.
  • Intense Physics Rigid bodies, soft bodies, elastics, ragdoll characters and dismemberable objects are directly in your control.
  • Animation Blending Combine physics and animations in new ways by blending existing animations together.
  • Vehicle Support Fully integrated vehicle physics support allows you to easily add vehicles, for use by the player or AI, both solo and online.
  • Crowd System UDK’s flocking technology allows you to simulate crowds of hundreds of characters within a scene.
  • Destructible Environments UnrealEd’s fracture tool allows you or your player to realistically tear your entire world apart, piece by piece.

PhysXbyNV_Black 2009_05_05_275

Eye-popping Lighting and Shadows

icon-lightingUDK features the newest and most advanced lighting and shadow features, including global illumination from Unreal Lightmass. All these features are easily added to your creation through UnrealEd.

 

features-lighting-hero
  • Illuminate UDK gives you all the options to perfectly light any scene. Ambient occlusion, per-pixel lighting, fill lighting and fully dynamic specular lighting and reflections are all possible with UE3.
  • Unreal Lightmass Unreal Lightmass is an advanced global illumination solver. Light your world with a single sun, giving off soft shadows, and let the diffuse interreflection (color bleeding) do the work.
  • Detailed Shadows Advanced shadowing with support for four techniques:
    • Dynamic stencil shadow volumes.
    • Dynamic characters casting dynamic soft shadows.
    • Ultra high-quality and high-performance pre-computed shadow masks.
    • Directional light mapping with static shadowing and diffuse normal-mapped lighting. An unlimited number of lights can be pre-computed and stored in a single set of texture maps.

Gorgeous Cinematics

icon-cinematics

Unreal Matinee injects film-style scenes into your game, enabling you to place every camera, object and explosion within the world and even play it back in real time.

 

  • Movie director-class control over all of the objects in a scene, as well as cameras and cuts.
  • Track-based, non-linear style editing system with support for controlling object movement and animation, playing audio, cutting between cameras, toggling particles, field-of-view and much more.
  • Easily created key frames for actors and objects, which can be manipulated directly in-editor.
  • Post-processing effects such as fades, depth of field, bloom and color filtering effects can be easily animated and fine-tuned for each camera shot.
  • Ability to animate interactive, physical objects in the game such as doors and platforms.
  • High resolution frame-dumping allows for saving out pre-rendered source images to create cinematics that can be played back offline or converted to a standard video format.
  • Robust user interface with support for loop ranges, key/time snapping, playback speed controls, color-coded tracks, automatic key reduction, copy/paste and undo/redo.
features-cinematics-hero2

Terrain

icon-terrainUDK's artist-driven terrain system lets you place and customize vegetation, structures and countless points of interest throughout your game world. Terrain in UDK is easy to edit and alter to create compelling levels and worlds.

 

features-terrain-hero
  • Terrain building and editing tool
    • Uses a dynamically deformable base height map extended by multiple layers of smoothly blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation and vegetation layers with procedurally-placed meshes.
    • Terrain is considered an actor in UDK, and therefore its shape is easily controlled via a height map in a paintbrush-like manner. Painting and sculpting geography is a simple task handled with the sweep of the mouse.
    • Artist-controlled layers of procedural weathering
    • Advanced controls over lighting and collision             

     


    Built-in Networking

    icon-networking

    UDK provides a flexible, high-level network architecture suitable to many genres of games, as well as simulation projects.

     

     

    features-networking-hero
    • Internet and LAN play support.
    • Client-server model support for up to 64 players.
    • Support for non-dedicated listen servers.
    • Gameplay feature support in network play.
      • Vehicle-based multiplayer games.
      • Competitive team games with NPCs or bots.
      • Co-operative play in single-player focused games.
    • Auto-downloading and caching content.
      • User-created maps, bonus packs, complete game mods and more can be downloaded on the fly.

     


    Materials and Real-time Shaders

    icon-shaders

    UDK comes equipped with a powerful material system, complete with a visual interface comparable to the non-real-time functionality provided by XSI and Maya, so you can create arbitrarily complex real-time shaders on the fly.
    features-shaders-hero
    • Modular material framework.
      • Add new shader programs.
      • Connect shader components to other components on the fly, resulting in dynamic composition and compilation of shader code.
    • Cross-platform material shader generation.
    • Automatic optimization of generated shaders.
    • Unconstrained material attributes evaluated per-pixel.
    • Material instances, allowing the same material to be reused with different parameters.
    • Static switches.
      • Template materials reduce artist workload.
    • Automatic or user-defined fallback materials for scalability.

     


    Broad Audio Support

    icon-audio

    UDK is designed to give developers creative freedom and total control over sound design.
     
     
     
     
    features-audio-hero
    • Support for the latest major audio compression scheme for all platforms.
    • Optimized support for Ogg Vorbis compression and decompression.
    • 3D sound positioning, spatialization and attenuation.
    • Multi-channel playback (4.0, 5.1).
    • Batch control of pitch, volume, attenuation, Sound Actors, Sound Groups, compression and other parameters.
    • Extensive debugging tools monitor resource usage.
    • Visual Sound Cue Editor in UnrealEd for complete control over sounds, sound levels, sequencing, looping, filtering, modulation, pitch shift and randomization.

     


    Particle Effects

    icon-particle-effects

    Blow stuff up, burn it down, make it rain… UDK enables you to create dynamic particle effects that add life to your game.

     

    features-hero
    • Easily create visual effects for games and cinematics.
    • Preview any visual effect in real time exactly as it is seen in the game itself.
      • Make dynamic tweaks to an effect such as an explosion or a burning fire without any turnaround time.
    • Unreal Cascade interacts with many different systems to create an intuitive, efficient and integrated environment for true creative freedom.
    • It’s built around the concept of modules, so adding a new feature is as simple as adding a new module, which drops in and integrates seamlessly with existing functionality.

    Artificial Intelligence

    icon-aiUDK ’s artificial intelligence system provides two robust systems for AI navigation.  UDK supports the automatic creation and use of navigation meshes, giving AI-controlled characters increased spatial awareness of their environment and the ability to make smarter movement decisions.  
    The UDK Navigation mesh implementation optimizes the performance and memory usage of AI in many scenarios relative to traditional node-based navigation systems, thanks to a more efficient representation and less reliance on collision-detection for movement.   UDK  also provides an up-to-date implementation of the robust and well-tested node-based navigation system used in Unreal Engine games over the last 12 years.
     
    features-ai-hero

    Navigation mesh system provides an accurate representation of an AI's traversable space via a connected graph of convex polygons:

    • Memory footprint is reduced with the decrease in nodes being stored.
    • Less nodes means less time fixing up cross-level pathing information.
    • Pathfinding times go down as the density of the graph being searched shrinks.
    • Better representation of the world results in better pathing behavior.
    • Paths are automatically generated.

    Furthermore, you can add crowds of animated characters to a map with UDK's flocking technology, which directs character movements and animations through a network of crowd destinations and Kismet interaction. UDK's crowd system gives you complete control over the movement and interaction of crowd agents with players and other NPCs using a "plug-in" behavior system.

    Distributed Computing

    icon-distributed-computing

    Unreal Swarm is a massively scalable job distribution system optimized for high-speed networks of multi-core PCs.
    Developed to power UDK’s global illumination solution, Swarm speeds up the process by telling the computer what jobs to do and when to do them. By delegating the workload, it makes the process of global illumination much faster by transparently spreading out applications over your entire network.
    features-swarm-hero

    Swarm is an extremely flexible job distribution system that is currently used to accelerate Unreal Engine 3’s new global illumination system, Unreal Lightmass, with outstanding results. Designed in to accelerate lighting computations, Swarm can manage clusters of computers of mixed brands, configurations, and performance levels, automatically distributing tasks on-demand and employing a transparent distributed cache system that allows for dramatically increased performance.

    Think of what Swarm does as if it were creating a virtual, 100s-of-cores system. Computations that can be performed in parallel will be distributed to the entire network of systems available, multiplying performance many times over, bringing something extremely time-consuming, like global illumination, into the once-thought-impossible realm of iterative development.

    Swarm is configured and managed entirely through a visual interface that provides detailed information about jobs in progress, including both local and remote agents participating in the job, and color-coded activity per worker thread on all agents.

    Destructible Environments

    icon-destructible-environments

     

    UDK’s fracture tool makes it possible to create remarkably interactive, deformable worlds. Easily craft all types of destructible environments and objects that break apart just as you would expect them to in real life.
    Splinter walls and floors layer by layer. Blow apart rocky structures chunk by chunk. Add cool physics elements and particle effects. UDK gives you total control over destruction.
    features-destructible-hero

    Destructible environments enable scene elements to break apart and collapse realistically.

    Whether you’re building a photorealistic world or a highly stylized environment, you can make any mesh crumble to pieces with UDK’s structural analysis tool.

    • Easily slice static meshes to create fracture meshes.
    • Modify chunk size and quantity for desired impact and performance.
    • Instantly add fracturable assets by dropping them into your game world.
    features-destructible-hero2

    Bink Video Codec

    icon-bink

    UDK ships with Bink, the slick and accessible video codec used in thousands of computer and video games.
    A "better-than-DVD" class codec, Bink compresses at higher quality than DVD at up to three times the playback speed. Bink also uses less memory at runtime than other codecs.

    • Get Bink videos playing in less than an hour, even if your game requires real-time integration with pixel shaders.

      Bink supports a wide range of screen resolutions, and mixing audio into Bink videos is a snap.

        • Scale data rate and adjust sound playback for an optimal end-user experience.
        • Use the Miles Sound System (5.1 or 7.1 multi-channel output), DirectSound, or WaveOut for sound output.
        • Benefit from super-fast MMX optimized YUV to RGB converters to 16-bit, 32-bit, and 24-bit RGB.

      binklogo
       

      SpeedTree Foliage Editor

      icon-speedtreeGenerate virtual foliage in real time using SpeedTree, the award-winning solution for animating wind-blown trees, lush jungles, thick forests and more.
      Design just the tree you want, then fill your world with vast numbers of animated, naturally-lit models.

       

      features-speedtree-hero

      UDK is fully integrated with SpeedTree, the industry’s leading foliage editing software.

        • Take advantage of SpeedTree’s forest rendering capabilities.

        • Leverage SpeedTree’s excellent rendering quality with support built-in for shadow mapping, translucency, ambient occlusion, per-pixel lighting, alpha-to-coverage and more.
        • Need a mountainous vista, a dramatic valley, or a peaceful meadow? UDK’s SpeedTree integration includes abundant terrain engines.

        speedtree_5_logo

         

        FaceFX Facial Animation

        icon-facefx

         

        UDK ships with FaceFX, the cutting-edge solution that enables developers to create realistic facial animation from audio files.

        FaceFX makes it easy to batch process thousands of WAV files for your game, add expressions to a single animation without ruining the lip-synchronization, tweak an animation to perfection, or integrate the entire solution into your art pipeline.

         

        features-facefx
        • Everyone can experience the power of generating high-quality facial animations with FaceFX directly from UnrealEd.

          • Animate normal maps with custom Unreal Engine 3 Face Graph nodes.
          • Trigger FaceFX animations from Unreal Matinee.
          • Import and export XML files for pipelines using FaceFX 2009 and FaceFX 1.7.x in UE3.

          Every aspect of the FaceFX pipeline is customizable, from speech targets to gesture curves. With direct support for the FBX file format and plug-ins in 3D Studio Max, Maya, XSI, and MotionBuilder, FaceFX interfaces seamlessly with the best tools in the business.

        facefxlogo

        Am besten solltet ihr euch die Readme anschauen, dort sind alle benötigten Links zur Dokumentation enthalten.


        Welcome to Unreal Development Kit powered by Unreal Engine 3

        This Readme file contains detailed information and troubleshooting tips for the Unreal Development Kit (UDK). You can find more information at http://udn.epicgames.com/Three/DevelopmentKitBuildUpgradeNotes.html

        UDK includes upgrades made to Unreal Engine 3 following the release of Unreal Tournament 3.

        This version of UDK is early. The runtime is an active work in progress that will have frequent updates and releases.

        Contents

        A. System Requirements
        B. Installation
        C. Using the Editor
        D. Getting Help
        E. Known Configuration Issues
        F. Known Graphics Issues

        Graphics Card Drivers and Manufacturers
        Graphics Card Manufacturers’ Web Sites

          G. Known Hardware Issues
          H. General Audio Issues

          A. System Requirements

          UDK requires a personal computer with the following system configuration:

          Minimum:

            • Windows XP SP2 or Windows Vista
            • 2.0+ GHz processor
            • 2 GB system RAM
            • SM3-compatible video card
            • 3 GB free hard drive space

            Recommended for Content Development:

            • Windows Vista 64 SP2
            • 2.0+ GHz multi-core processor
            • 8 GB system RAM
            • NVIDIA 8000 series or higher graphics card
            • Plenty of HDD space

            The UDK will install .NET Framework 3.5 Service Pack 1 if you don't already have it. This will require an internet connection.

            B. Installation

            Run the UDK installer (UDKInstall.exe)
            This will install UDK to a new folder based on the release date of this version. This is to make sure this version doesn't use any old Epic-provided content. However, you should be able to open old user-created content in the new version of the editor.
            The UDK editor can then be run from the Programs menu.

            C. Using the Editor

            Note: Respect the rights of others. By making custom content available, you acknowledge that you are solely responsible for that content. You agree that you have all necessary rights to make any content publicly available and that it complies with all applicable laws and does not violate the rights of any person or entity.

            For more information on working with this game editor, see http://udn.epicgames.com/Three/DevelopmentKitGettingStarted.html

            For information on setting up Swarm see
            http://udn.epicgames.com/Three/Swarm.html
            http://udn.epicgames.com/Three/SwarmDevelopmentAndSetup.html

            D. Getting Help

            Epic Games, Inc. will not be providing direct support for this product.

            There is, however, a wealth of information about UDK available on the Unreal Developer Network:

            Community forums are also available:

            E. Known Configuration Issues

            Visit the official Web site for the latest updates and support information: http://www.udk.com

            Certain keys on non-English keyboards do not function correctly: On some non-English keyboards, certain keys do not work as expected. In other words, what appears when you press the key is not what is printed on the key. To fix this problem, remap any problem keys.

            F. Known Graphics Issues

            Video Settings: The default game settings chosen for the UDK are very aggressive, prioritizing visual acuity over performance. You should experiment with your video settings to find the best balance for your PC and for games that you create.

            You can override these settings in the [SystemSettings] section of UTGame\Config\UTEngine.ini:
            http://udn.epicgames.com/Three/SystemSettings.html

            Game authors can prepare their game to automatically scale these settings based on machine performance by preparing their DefaultCompat.ini as explained here:
            http://udn.epicgames.com/Three/AppCompat.html

            The "setres" command can also be used to lower your resolution to provide better performance as well
            SETRES [height]x[width][w|f] -- changes the resolution (w = windowed; f = fullscreen)
            For example: setres 800x600f

            When using the game editor, windows can get rendered behind viewports: To fix this problem, do not use the game editor with a floating taskbar.

            Graphics Card Drivers and Manufacturers

            Be sure that you have installed the latest driver for your graphics card. Many video issues will be resolved simply by updating your graphics card's drivers. UDK may not properly detect some older graphics cards because their video drivers are not DirectX 9.0c compliant. Contact your graphics card manufacturer for updated drivers, or install the latest reference drivers for your graphics card chipset. Note that many reference drivers are not supported by the chipset manufacturer.


            Graphics Card Manufacturers’ Web Sites

            3Dlabs—http://www.3dlabs.com/
            AOPEN—http://www.aopen.com/
            Asus—http://www.asus.com/
            ATI—http://www.amd.com/
            Canopus—http://www.canopus.com/
            Creative Labs—http://www.creative.com/
            Gainward—http://www.gainward.com/
            Guillemot/Hercules—http://www.guillemot.com/
            I/O Magic—http://www.iomagic.com/
            Jaton—http://www.jaton.com/
            Leadtek—http://www.leadtek.com/
            Matrox—http://www.matrox.com/
            Micro-Star International (MSI)—http://www.msicomputer.com/
            NVIDIA—http://www.nvidia.com/
            PNY—http://www.pny.com/
            Silicon Integrated Systems Corporation (SiS)—http://www.sis.com/
            VIA Technologies—http://www.via.com.tw/en/index.jsp
            VisionTek—http://www.visiontek.com/

            G. Known Hardware Issues

            1 -- NVIDIA cards with on-board SLI have issues displaying certain property windows with multi-gpu mode turned off.

            H. General Audio Issues

            http://udn.epicgames.com/Three/AudioSystem.html#Known%20Issues

            If you do experience audio crashes, try running without sound by appending " -nosound" to the UDK editor shortcut.

            Copyright © 1998-2009.  Epic Games, Inc. All rights reserved. ActorLineCheck, An Efficient Parametric Algorithm for Octree Traversal by J.Revelles/C.Ureña/M.Lastra (University of Granada, Spain). Uses Bink Video, Copyright © 1997-2009 by RAD Game Tools, Inc. Convex Decomposition Library: Copyright © 2007 by John W. Ratcliff. libresample: Copyright © 2006 Feeling Software. libXML2: Copyright © 1998-2003 Daniel Veillard.  All Rights Reserved. Mersenne Prime Twister (SSE version): Copyright © 2006, 2007 Mutsuo Saito, Makoto Matsumoto and Hiroshima University. All rights reserved. This product includes code licensed from NVIDIA. PhysX SDK, Copyright © 2006 NVIDIA Corporation. All rights reserved. Ogg Vorbis Audio Compression, Copyright © 2009, Xiph.Org Foundation. Vorbis Quality Improvements, Copyright © 2003-2008 Aoyumi Vorbis SSE Optimisations, Copyright © 1994-2006. Zlib, Copyright © 1995-2004 Jean-loup Gailly and Mark Adler.

            This computer program, the characters, artwork, trademarks and all other conceivable intellectual property rights related to this software are protected by copyright laws and international treaties.  This product was produced through the efforts of many people who earn their livelihood from its lawful use under license.  The unauthorized use, copying, or distribution of this game or any portion will be prosecuted and may result in civil or criminal penalties.

            Seid ihr an ein paar Tutorials von mir interessiert, wie man denn nun mit der Unreal Engine 3 Dinge anstellen kann? Schreibt mal was dazu in den Kommentaren!


            Need for Speed: Shift Cockpit Camera Mod

            Am 11. Oktober 2009 | 3:04 Uhr von Simon in Need for Speed: Shift geposted.

            Wen nervt nicht die Cockpit Kamera, die viel zu Nah am Fenster klebt und das Sichfeld ist auch viel zu eng? Eben, das dachte sich auch Goffik und hat mit Hilfe des Tools Camera Control die Kamera angepasst, sieht jetzt wirklich Fabelhaft aus und ich kann so viel besser Fahren.

            Readme:
            ========================
            NSF: Shift Cockpit Camera Mod v1.1
            . By Goffik .
            ========================

            I felt that the default cockpit camera made you feel like you were five feet tall and leaning forwards with your face one foot behind the steering wheel. This mod adjusts the camera so that it is higher, farther away from the wheel, and looking directly out of the windscreen. Head movement has also been toned down, and ‘speed shake’ has been removed altogether.

            The original camera settings have been re-added as a new camera.

            I have tested a number of cars with this mod installed, but not all of them. If you find an issue with specific cars, please let me know.

            Installation

            Packed: Unpack the contents of this archive and run Injector.exe. If you are prompted for a location, choose your Shift root installation folder.

            Unpacked: Drop cameraconfig.xml into the Cameras folder. Be sure to make a backup of the original first.

            Uninstallation
            Packed: Simply run Injector.exe again.

            Unpacked: Replace cameraconfig.xml with your backup.

            Change Log
            1.1 – Re-added the original camera as a new camera.
            1.0 – Initial release.

            Credits
            Me – For making the mod.
            Racer_S – For his Camera Control app.
            Japamd – For his BFF Tools.

            Note
            Use this mod however you like, but if you add it to your own release please give credit where its due.

            Hier mal ein Vorher-Nacher Bild:
            Vorher:
            1 - before_G0F
            Nacher:
            2 - after_Q53

            Download Version 1.1:


            Need for Speed: Shift Real Cars Mod Update 2.0b

            Am 1. Oktober 2009 | 16:56 Uhr von Simon in Need for Speed: Shift geposted.

            <-- Update 04.10.2009 neue Version 2.0 -->

            NICHT MEHR KOMPATIBEL MIT SHIFT VERSION 1.02

            Es gibt jetzt eine neue Mod, die wirklich ausprobiert werden sollte.

            Eine weitere, sich wirklich sehr lohnende Mod für Need for Speed: Shift ist mit der Real Cars Mod von Dario Morelli, aka LA COSA erschienen. Dort gibt es für jeden Wagen eine neue Physik, der Schaden ist enthalten und es wurden sehr viele Arbeiten an der KI gemacht. Als Bonus gibt es auch noch neue Kameras.

            Ich konnte die Mod schon antesten, und für mich ist es die bisher beste erschienene Mod für Need for Speed: Shift, weil sie eigentlich fast alle Dinge der vorherigen Mods zu einem ziemlich perfekten Gesamtbild zusammenfasst.

            So Fahren sich die PS-Monster nun wie GT Wagen, das lästige “Gedrifte” ist Verschwunden, man muss bei den Grünflächen richtig Aufpassen, die Ki ist sehr gut -- kurz Einfach Perfekt für mich.

            Hier die Readme in Englisch für unsere Zahlreichen nicht Deutschsprachigen Besucher:

            Here it is, the new and final version of the mod.

            • NEW TIRES MODEL: entirely rewritten models for all the cars with three separate “slip curves”.
            • NEW AI MODEL: more competitive, less aggressive, and make fewer mistakes.
            • NEW CHASSIS MODEL: all data from the chassis of all the cars now are correct.
            • NEW COCKPIT CAM: now it’s like a real “onboard camera”.
            • NEW TRACK SURFACES: all the surfaces are now correct.(same as 1.0)

            Note: I will not work anymore to develop this mod: I will correct the mod only if you find any major bugs, like flying cars, IA mad or things like that, or of you find that the files are different from the description.

            This mod do not include anything about Force Feedback.

            [installation instructions]

            Copy the .bff files in the “Program Files\Electronic Arts\Need for Speed SHIFT\Pakfiles” folder.
            Make sure to backup original files before.

            If you have an unpacked version of the game use the files in the “UNPACKED VERSION ONLY” folder.

            You can do whatever you want with this mod, but if you want to publish a modified version please mention the original name and its creator.

            Von der Mod gibt es zwei Versionen: Bff-Dateien, die einfach in Need for Speed: Shift/PakFiles entpackt werden müssen, sowie Dateien für die entpackte Methode.

            Download:

            Update 04.10.2009 neue, Finale Version 2.0b!


            Need for Speed: Shift Modding Tutorial Teil 3

            Am 27. September 2009 | 18:40 Uhr von Simon in Need for Speed: Shift geposted.

            Nun zeige ich euch, wie man die entpackten Dateien wieder zu einem BFF-Archiv bekommt, und einige “Tools” mit denen man an der Physik herumschrauben kann.

            Need for Speed: Shift Modding Tutorial Teil 1
            Need for Speed: Shift Modding Tutorial Teil 2

            Leider ist es noch nicht möglich, jede Datei ohne Fehler zu Rebuilden, (Leider auch jedes Fahrzeug) deshalb habe ich erst überlegt, ob ich überhaupt schon dazu ein Tutorial schreiben soll. Als “Entschuldigung” zeige ich euch aber die Änderungen, die gemacht werden müssen, um das graue Bild bei Crashes je nach Wunsch zu Senken oder komplett Auszuschalten und wie man den Tiefenschärfeneffekt verändern kann.

            Soweit sogut. Sobald man alles Rebuilden kann, werde ich es euch wissen lassen.

            Um die Dinge überhaupt bearbeiten zu können, benötigen wir die Datei IGPHASEACTIVATE.bff. Ihr müsst die Datei mit QuickBMS Entpacken (Tutorial 1 beschreibt wie).

            Nun öffne ich die Datei cameras/speeddepthoffield.xml

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            <?xml version="1.0" ?>
            <SpeedDepthOfField>
             
            		<!--
            		At a certain speed of the car, the DOF effect will kick in.
            		min and max represent the speeds (in KPH) at which the effect starts and at which it reaches maximum intensity
            		if they are zero, then the fraction of the top speed will be used instead, using the values in min_fraction and max_fraction
            		-->
                <Speed 
            			min="0.0" max="0.0" 
            			min_fraction="0.4" max_fraction="0.8"
            		/>
             
                <!--
                The maximum amount of blurring that is ever applied to the DOF at the near and far distances
                near_low is the amount of blur applied at the minimum speed
                near_high is the amount of blur applied at the maximum speed
                -->
                <MaxBlur near_low="0.75" near_high="1.0" far="0.0" />
             
                <!--
                The default focus distances when the car is at rest
            		Anything closer than 'near' is completely out of focus
            		Anything further away than 'far' is completely out of focus
            		'mid' is the exact point of focus
            		Points in between are interpolated.
            		At rest, we expect the car to be in focus, so mid would usually be zero.
                -->
                <DefaultFocus near="-30.0" mid="0.0" far="300.0" />
             
                <!--
                As the speed increases, the near,mid,far focus distances move forward.
                These values are the ratio's at which they increase with speed.
                (NOTE that the focus points only start to move forwards once the speed gets beyond the minimum threshold defined at the top of this file)
                -->
                <AdjustFocus near="35.0" mid="20.0" far="150.0" />
             
            </SpeedDepthOfField>

            Und wie man schön sehen kann, ist in Zeile 19 die Einstellung für die Tiefenunschärfe. Ändert man die Werte zum Beispiel auf

            <MaxBlur near_low="0.4" near_high="0.5" far="0.0" />

            hat man einen viel schwächeren Effekt. Um jetzt bei Crashes den Effekt zu verändern, Öffnen wir die cameras/collisionsblur.xml:

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            <?xml version="1.0" ?>
            <CollisionBlur>
             
            	<!--
            	Times. All times are measured from the time of the initial collision.
            	until_max_blur is the time it takes to get to the point of maximum blur
            	until_start_to_return is the time at which it starts to return from the maximum blur and go back to normal
            	maxtime is the time for the complete unblurred->blurred->unblurred cycle to complete
            	-->
            	<Time until_max_blur="0.5" until_start_to_return="1.5" maxtime="4.0" />
             
            	<!--
            	The maximum amount of blurring that is ever applied. There is no limit to the value, but you will start to see image separation problems if it gets too high.
            	-->
            	<Blur maxblur="5.0" />
             
            	<!--
            	Collision
            	This value is the impact value required for the blur to activate.
            	If you want the blur to occur on lighter impacts, reduce it.
            	If you want it to be harder for the blur to kick in, increase it.
            	-->
            	<Collision impactvalue="0.4" />
             
            </CollisionBlur>

            Ich habe den Wert in Zeile 15 so verändert:

            <Blur maxblur="0" />

            Um nun noch das Grau wegzubekommen, habe ich die render/postprocessingfilter.xml geöffnet:

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            <?xml version="1.0" ?>
            <Filters>
             
            	<!-- default filter to be applied at the end of every frame 
            			preHUD filter to be applied before the HUD every frame. Note that there may be restrictions on which filters work here -->
            	<Defaults default="None" 	preHUD="None"	/>
             
              <Filter name="" filter1="NONE" filter2="NONE" filter3="NONE" >
            	</Filter>
             
              <Filter name="Impact" filter1="IMPACT" filter2="GREYSCALE" filter3="NONE" >
            		<Param type="float" name="greyscale_amount" value="1.0" />
            		<Param type="float2" name="impact_direction1" value="-1.0 -1.0" />
            		<Param type="float2" name="impact_direction2" value="1.0 1.0" />
            	</Filter>
             
              	<Filter name="Black" filter1="MULTIPLY_RGB" filter2="NONE" filter3="NONE" >
            		<Param type="float3" name="multiply_RGB" value="0.0 0.0 0.0" />
            	</Filter>
             
              <Filter name="None" filter1="NONE" filter2="NONE" filter3="NONE"/>
             
            <!-- Various Scratch filters -->
             
              <Filter name="Desaturate93 + ContrastIncrease2" filter1="GREYSCALE" filter2="CONTRAST_INCREASE" filter3="NONE" >
            		<Param type="float" name="greyscale_amount" value="0.20" />
            		<Param type="float" name="contrastincrease_value" value="0.82" />
            	</Filter>
             
              <Filter name="Gecko" filter1="TV_FRAME" filter2="none" filter3="none" >
            		<Param type="float" name="frameSharpness" value="2" />
            		<Param type="float" name="frameShape" value="0.3" />
            		<Param type="float" name="frameLimit" value="0.2" />
            		<Param type="float" name="frameIntensity" value="0.4" />
            	</Filter>
             
              <Filter name="Pause" filter1="MULTIPLY_RGB" filter2="TV_FRAME" filter3="NONE" >
            		<Param type="float3" name="multiply_RGB" value="0.3 0.4 0.5" />
            		<Param type="float" name="frameSharpness" value="3" />
            		<Param type="float" name="frameShape" value="0.3" />
            		<Param type="float" name="frameLimit" value="0.3" />
            		<Param type="float" name="frameIntensity" value="0.4" />
            	</Filter>
             
              <Filter name="Replay1" filter1="GREYSCALE" filter2="CONTRAST_INCREASE" filter3="NONE" >
            		<Param type="float" name="greyscale_amount" value="1.0" />
            		<Param type="float" name="contrastincrease_value" value="1.5" />
            	</Filter>
             
              <Filter name="Replay2" filter1="COLOURISED" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="colourised_amount" value="0.2" />
            	</Filter>
             
              <Filter name="Replay3" filter1="SATURATE_COLOURISE" filter2="TV_FRAME" filter3="NONE" >
            		<Param type="float" name="saturate_colourise_amount" value="0.6" />
            		<Param type="float" name="frameSharpness" value="3.4" />
            		<Param type="float" name="frameShape" value="0.34" />
            		<Param type="float" name="frameLimit" value="0.32" />
            		<Param type="float" name="frameIntensity" value="0.6" />
            	</Filter>
             
              <Filter name="Replay4" filter1="GREYSCALE_RGB" filter2="NONE" filter3="NONE" >
            		<Param type="float3" name="greyscale_RGB_amount" value="0 2 2" />
            	</Filter>
             
              <Filter name="GreyScale" filter1="GREYSCALE" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="greyscale_amount" value="1.0" />
            	</Filter>
             
             
              <Filter name="Sepia" filter1="SEPIA" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="sepia_amount" value="1.0" />
            	</Filter>
             
              <Filter name="Colourised" filter1="COLOURISED" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="colourised_amount" value="1.0" />
            	</Filter>
             
              <Filter name="SaturateColourise" filter1="SATURATE_COLOURISE" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="saturate_colourise_amount" value="1.0" />
            	</Filter>
             
              <Filter name="RemoveColour" filter1="REMOVE_COLOUR" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="remove_colour_amount" value="1.0" />
            	</Filter>
             
              <Filter name="ContrastIncrease1" filter1="CONTRAST_INCREASE" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="contrastincrease_value" value="0.5" />
            	</Filter>
              <Filter name="ContrastIncrease2" filter1="CONTRAST_INCREASE" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="contrastincrease_value" value="0.82" />
            	</Filter>
             
              <Filter name="Desaturate65" filter1="SATURATE" filter2="NONE" filter3="NONE" >  <!-- NOTE: this is expensive. please avoid using it! (GREYSCALE will provide a cheap approximation) -->
            		<Param type="float" name="saturate_amount" value="0.65" />
            	</Filter>
             
              <Filter name="Saturate135" filter1="SATURATE" filter2="NONE" filter3="NONE" >  <!-- NOTE: this is expensive. please avoid using it! -->
            		<Param type="float" name="saturate_amount" value="1.35" />
            	</Filter>
             
              <Filter name="Mosaic8" filter1="MOSAIC" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="mosaic_tilesize" value="8.0" />
            	</Filter>
                <Filter name="Mosaic16" filter1="MOSAIC" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="mosaic_tilesize" value="16.0" />
            	</Filter>
                <Filter name="Mosaic4" filter1="MOSAIC" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="mosaic_tilesize" value="4.0" />
            	</Filter>
             
              <Filter name="Mosaic and OldTV" filter1="MOSAIC" filter2="OLD_TV" filter3="NONE" >
            		<Param type="float" name="mosaic_tilesize" value="8.0" />
             
                <Texture type="Standard" name="noise1DTexture" sampler="noise1DInput" filename="Render\Textures\1D_Noise.dds" />
                <Texture type="Standard" name="noise1DTexture2" sampler="noise1DInput2" filename="Render\Textures\1D_Noise2.dds" />
                <Texture type="Standard" name="TVsplotchesTexture" sampler="TVsplotchesInput" filename="Render\Textures\Splotches.dds" />
                <Texture type="Standard" name="normalNoiseTexture" sampler="normalNoiseInput" filename="Render\Textures\NormalNoise.dds" />
                <Texture type="Volume" name="random3DTexture" sampler="random3DInput" filename="Render\Textures\Random3D.dds" />
            		<Param type="float" name="frameSharpness" value="3.4" />
            		<Param type="float" name="frameShape" value="0.24" />
            		<Param type="float" name="frameLimit" value="0.32" />
            		<Param type="float" name="FlickerSpeed" value="1.65" />
            		<Param type="float" name="InterferenceIntensity" value="0.15" />
            		<Param type="float" name="BlotchIntensity" value="0.15" />
            		<Param type="float" name="BlotchFrequency" value="0.005" />
            		<Param type="float" name="TVSepiaAmount" value="0.125" />
              </Filter>
             
              <Filter name="Desaturate Just G" filter1="GREYSCALE_RGB" filter2="NONE" filter3="NONE" >
            		<Param type="float3" name="greyscale_RGB_amount" value="0.0 1.2 0.0" />
            	</Filter>
             
              <Filter name="Blur 9 Tap" filter1="BLUR1" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="blur_pixels" value="1.0" />
            	</Filter>
             
              <Filter name="DoubleBlur+PartGreyscale" filter1="BLUR1_AND_GREYSCALE" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="blur_pixels" value="2.0" />
            		<Param type="float" name="greyscale_amount" value="0.75" />
            	</Filter>
             
              <Filter name="Blur+Desaturate+ContrastIncrease" filter1="BLUR1_AND_GREYSCALE_AND_CONTRAST_INCREASE" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="blur_pixels" value="1.0" />
            		<Param type="float" name="contrastincrease_value" value="1.92" />
            		<Param type="float" name="greyscale_amount" value="1.00" />
            	</Filter>
             
            	<Filter name="TV" filter1="OLD_TV" filter2="NONE" filter3="NONE" >
            		<Texture type="Standard" name="noise1DTexture" sampler="noise1DInput" filename="Render\Textures\1D_Noise.dds" />
            		<Texture type="Standard" name="noise1DTexture2" sampler="noise1DInput2" filename="Render\Textures\1D_Noise2.dds" />
            		<Texture type="Standard" name="TVsplotchesTexture" sampler="TVsplotchesInput" filename="Render\Textures\Splotches.dds" />
            		<Texture type="Standard" name="normalNoiseTexture" sampler="normalNoiseInput" filename="Render\Textures\NormalNoise.dds" />
            		<Texture type="Volume" name="random3DTexture" sampler="random3DInput" filename="Render\Textures\Random3D.dds" />
            		<Param type="float" name="frameSharpness" value="3.4" />
            		<Param type="float" name="frameShape" value="0.24" />
            		<Param type="float" name="frameLimit" value="0.32" />
            		<Param type="float" name="frameIntensity" value="1.0" />
            		<Param type="float" name="FlickerSpeed" value="1.65" />
            		<Param type="float" name="InterferenceIntensity" value="0.15" />
            		<Param type="float" name="BlotchIntensity" value="0.15" />
            		<Param type="float" name="BlotchFrequency" value="0.005" />
            		<Param type="float" name="TVSepiaAmount" value="0.125" />
            	</Filter>
             
            	<Filter name="TV Frame" filter1="TV_FRAME" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="frameSharpness" value="3.4" />
            		<Param type="float" name="frameShape" value="0.34" />
            		<Param type="float" name="frameLimit" value="0.32" />
            		<Param type="float" name="frameIntensity" value="0.6" />
            	</Filter>
             
            	<Filter name="TV Flicker" filter1="TV_FLICKER" filter2="NONE" filter3="NONE" >
            		<Param type="float" name="FlickerSpeed" value="1.25" />
            	</Filter>
             
            	<Filter name="TV Interference" filter1="TV_INTERFERENCE" filter2="NONE" filter3="NONE" >
            		<Texture type="Volume" name="random3DTexture" sampler="random3DInput" filename="Render\Textures\Random3D.dds" />
            		<Param type="float" name="InterferenceIntensity" value="0.3" />
            	</Filter>
             
            	<Filter name="TV Flicker and Interference" filter1="TV_FLICKER_AND_INTERFERENCE" filter2="NONE" filter3="NONE" >
            		<Texture type="Volume" name="random3DTexture" sampler="random3DInput" filename="Render\Textures\Random3D.dds" />
            		<Param type="float" name="FlickerSpeed" value="1.25" />
            		<Param type="float" name="InterferenceIntensity" value="0.3" />
            	</Filter>
             
            	<Filter name="TV Flicker and Interference and Frame" filter1="TV_FLICKER_AND_INTERFERENCE" filter2="TV_FRAME" filter3="NONE" >
            		<Texture type="Volume" name="random3DTexture" sampler="random3DInput" filename="Render\Textures\Random3D.dds" />
            		<Param type="float" name="FlickerSpeed" value="1.25" />
            		<Param type="float" name="InterferenceIntensity" value="0.3" />
             
            		<Param type="float" name="frameSharpness" value="2.8" />
            		<Param type="float" name="frameShape" value="0.34" />
            		<Param type="float" name="frameLimit" value="0.22" />
            		<Param type="float" name="frameIntensity" value="1.0" />
            	</Filter>
             
            	<Filter name="TV Blotches" filter1="TV_BLOTCHES" filter2="NONE" filter3="NONE" >
            		<Texture type="Standard" name="noise1DTexture" sampler="noise1DInput" filename="Render\Textures\1D_Noise.dds" />
            		<Texture type="Standard" name="noise1DTexture2" sampler="noise1DInput2" filename="Render\Textures\1D_Noise2.dds" />
            		<Texture type="Standard" name="TVsplotchesTexture" sampler="TVsplotchesInput" filename="Render\Textures\Splotches.dds" />
            		<Texture type="Standard" name="normalNoiseTexture" sampler="normalNoiseInput" filename="Render\Textures\NormalNoise.dds" />
            		<Param type="float" name="BlotchIntensity" value="0.25" />
            		<Param type="float" name="BlotchFrequency" value="0.002" />
            	</Filter>
             
              <Filter name="Blue Tinge" filter1="MULTIPLY_RGB" filter2="NONE" filter3="NONE" >
            		<Param type="float3" name="multiply_RGB" value="0.8 0.8 1.2" />
            	</Filter>
            </Filters>

            Wie man gut sehen kann gibt es dort sehr viel zum Herumspielen und Ausprobieren Ich Beschränke mich aber jetzt nur auf den Wert der Zeile 12:

            <Param type="float" name="greyscale_amount" value="0" />

            Rebuilding

            Dies sind erst einmal genug Änderungen, jetzt sollte man mal daran denken, daraus wieder eine für Need for Speed: Shift lesbare BFF-Datei zu Erstellen.

            Dazu benötigt ihr zuerst einmal den Rebuilder:

            Edit: Nun ist die richtige Version erschienen

            Nun muss man nur noch die Datei in Shift/PakFiles kopieren, und von der Originaldatei ein Backup machen. Hier ist noch meine Output-Datei:

            Physic

            Eines vorweg: Ich bin wirklich kein Physik Experte, aber es gibt einige Tools und Hilfsmittel, mit denen man sehr gut die Physik editieren kann. Diese Tools sind aber eigentlich für GTR 2 und rFactor bestimmt (Da sie die gMotor 2 Engine benutzen). Da die Physik-Dateien aber dennoch fast zu 100 Prozent Identisch sind, kann man mit ein bisschen Experimentierfreude Sicherlich gute Ergebnisse erzielen.

            Eng Calculator

            Zuerst möchte ich euch einen sehr guten Motor- und Getriebegenerator auf Excel-Basis vorstellen. Er stammt von dschänsn, einem sehr guten Modder in der GTR 2 Modding-Scene. Hier der Download:


            Kangaloosh! carFactory

            Dann gibt es noch den Kangaloosh! carFactory für rFactor, aber den kann man ja auch für Shift benutzen Kangaloosh! carFactory Homepage Dort kann man auch englische Anleitungen finden.


            Da nun fast alles Identisch mit der gMotor-Engine ist, kann ich euch auch noch folgenden Link Empfehlen: RaceSimCentral Physic Modding Tutorial and FAQ

            Ich werde für euch gerne noch weitere Tutorials schreiben, zum Beispiel wenn man an die 3D-Daten kommt. Wenn ihr noch etwas anderes Erfahren möchtet, bitte per Kommentar fragen

            Need for Speed: Shift Modding Tutorial Teil 1
            Need for Speed: Shift Modding Tutorial Teil 2