Posts I've Made
10.04.2013 @ 13:49
Benzenzimmern said:This is only speculation. CD Projekt only stated that the release of Redkit is in the first half of 2013. It doesn't necessarily need to be the last day of this half. /> ›››
Stop teasing us!
Just kidding, but seriously I understand the beta, and as far as I see things, the more is tweaked/upgraded based on community feedback, the better
10.04.2013 @ 12:07
Benzenzimmern said:I can't tell any specific things about Redkit, sorry. /> ›››
I understand why, but man I'm eager to start making something beautiful with it
Regarding graphical power The Witcher 2 itself shows how good it can be...shaders looks awesome and less "plastic feel" compared to UDK, lighting is jaw dropping, polycount on models looks pretty decent and the good thing is that I was able to run it at high settings on a 4 year old graphic card ( HD4870x2 ) with and i7 2.8Ghz CPU
From the small features that they allow us to see in the redkit preview videos, it looks that they have quest tools, dialogue tools, facial animation tools, terrain paint, time of the day and hopefully some kind of visual scripting tool ala Kismet in UDK, but I suppose that it will be integrated within the quest tool, since you access all the actions/quests from there...
If possible I would like to make a video comparison of the same scene in UDK and RedKit, but unfortunately I have to wait another 2 months to get the Redkit....doh!
10.04.2013 @ 07:57
Benzenzimmern said:I think it might be difficult to answer this question without revealing too much about how Redkit works and I can't do that.
I personally can build stuff a lot faster with Redkit. Creating dialogue and quests is also a whole lot more comfortable for me. But in many cases they work the same. I have to admit that I only worked a few days on the Skyrim Creation Kit (creating this unfinished horror mod without any quests, etc. Only exploring and collecting diaries for the story: https://www.youtube....h?v=6BcyQJ8Q_oA ), whereas I've been working with Redkit for months, so maybe different people will be able to create stuff a lot faster with Skyrim.
I think in general you can say that Redkit is better for games like The Witcher 2 and Creation Kit may be better for games like Skyrim - but I guess you already thought that. /> ›››
Those are very interesting news
Is possible for you to share some other informations?
I saw on the "preview" screenshot of the Redkit that it has even controls for face animations, by that I mean it has geometric shapes that allows controls on the face...it has some kind of phonems auto-recognize as the Valve Source Film maker or it something that needs to be imported from the 3d software?
I'm working with UDK at the moment, and I succesfully import an entire skeletal rig + facerobot rig for facial animation ( I'm using Softimage ), so what can you tell about formats import? it is custom or FBX?
12.02.2013 @ 08:12I'm eager to put my hands on the RedKit Tool...
Base on what CDP said you'll be able to build your own world and share it with everyone, even who doesn't have the game itself installed, since it will run as a standalone...and my god, the features of this engine are stunning...
Honestly this engine goes beside the Frostbyte and Cryengine 3 right now
Please guys, release the RedKit soon!!
22.10.2012 @ 08:47
Megakoresh said:I don't know what scripting language they use, and if I will be able to export models and animations from Blender, but if I can, I will try to refine the combat. Witcher 2 has a deep metagame, but frankly quite dull combat, when it comes to action. It's lots of preparation but when it comes to execution it's just spam:
Roll, hit, quin, hit, roll and repeat. I will attempt to add Sword-Sign, Sign-Sign, Sword-Sword combos and also perhaps add more effects to indicate whether or not an existing or a new combo is being successfully performed. I really hope they refine that aspect of the combat for the Witcher 3, but I will see what I can do with that modkit.
Will basically try to target the acrobatic combat, which, in my opinion, how it should have been, given the witcher's biology. Something similar to God of War or Devil may Cry/Alice: The madness returns.
Again, all depends on how the Engine works. I am not a very good programmer, but the game already has combos, so if the language is something common (like Lua or C++), it shouldn't be all that difficult to figure out. As for animations and particle effects, depends on the Engine's compatibility with Blender. ›››
I agree, combat is something that I would like to improve too, and since the animation tree is already setup I think that it would be a matter or adding new combos, balance the speed of the animation and setup keyboard input to vary the combos themself.
Basically speed up everything and make it look like God of War / Devil May Cry style, fast and more focused on action, I would love to see that!
About particles I don't think it is necessary to export from blender or any other packages, since usually game engines have an already built-in particle effects tool that allows you to create more or less whatever you want ( as in UDK or Unity )
About the animations it all depends on the import options, means that if they're going to use a property format or a common format.
I really hope for a FBX options, it would be so easy to import content!
Too bad that I have to wait another 6-8 months to play with it, but in the meantime I will build two different worlds, so when it will come out I'll have already content to test the engine...
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