Mods - Head Start


(LaVaGoD) #1

I have a quick question around mods.

I wanted to check and see if it’s possible for mod developers to get a jump start using the UDK. Would any work done within the UDK be portable over to the DB SDK on release?

With the release of RAD Soldiers and the Holidays I’m not expecting any quick response but wanted to get this out there.

Hope everyone had a wonderful Christmas.


(iwound) #2

its already been posted. re maps its unlikely any level editor would be compatable withe the db editor.
id be more interested in SD giving some map makers an early go on the actual db editor so we can
get some maps out asap. unlikely as i dont think there is a stand alone editor to share. i could pop round the sd office to do it.:wink:


(LaVaGoD) #3

Can you link to where it was posted?


(mortis) #4

It is in my thread here:

http://forums.warchest.com/showthread.php/33401-unrealed-general-support


(LaVaGoD) #5

Thanks

The other thread seems like it was more geared towards the discussion around mapping. I’m looking from a code perspective with Unreal script and if it’s something that can be ported to DB once an SDK is available.


(.Chris.) #6

I’d probably hold off regardless, though Locki said he thinks they should release an SDK (link) it’s not something that is guaranteed. Someone earlier posted about potential problems here.

I remember asking about editing tools for Brink during some expo and was same deal back then in that they’d like to but it’s not straight forward, though this time SD have more control than before so who knows :slight_smile:


(Bloodbite) #7

I cant imagine it would hurt to play around with it just to familiarise yourself with the layout and how it responds.

Every customised SDK I’ve ever twiddled with that was unreal based was pretty much Lite version. Knowing where assets versus scripts versus terrain sculpting versus whatever tools are… it’ll give you an edge over those that are virginal to Unreal.