ÜberTools For Quake III Key Features

Some of the key features of the ÜberTools technology are:

    TIKI Model System
  • Built-in scripting on a frame-by-frame basis
  • Client-side and server-side scripting reduces net-transmission of effects
  • 4-part character state system for independent control over eyes, head, torso, and leg orientations
  • Low memory footprint Skeletal Animation System
  • Bone support for attaching other models or effects
  • Variable playback rates for animation
  • Movement deltas determined from animation eliminates skating of actors
  • Support for movement driven animation (player speed controls rate of animation)
  • Improved lighting model correctly lights models from light sources around him rather than at his feet
  • Real time interpreted player state system.
  • Single skin weighted mesh (deformable meshes)

 

    Babble Dialog System
  • Allows models to lip-sync to audio files
  • Coordinated dialog system allows "conversations" between actors
  • Dialog system stores variables for characters to react to you based on variables set globally or in level scripts.

 

    Dynamic Music System
  • Allows music changes based on player's actions
  • Script control allows music changes depending on events within the game

 

    In-game Scripted Camera System
  • Spline-based path following for dramatic camera movement
  • In-game editor allows developer to instantly view and modify the camera's actions
  • Full control of camera available from script allows cuts between multiple cameras
  • Paths generated in-game can be exported to separate files, or re-imported into game map as object paths
  • Camera paths are saved out as external .cam files and can be reloaded by the game script or by the in-game interface for modification and playback

 

    Morpheus Scripting System
  • Simple syntax allows non-programmers to quickly write scripts
  • Easily expandable command set
  • Gives control over ANY object in the game
  • Multi-threaded
  • Persistent and temporary variables
  • Conditional statements allows complex game and object logic
  • Developer can script the movement of objects, character AI, and cameras
  • Allows complex control of game flow over multiple levels
  • Entirely text-file based, so testing changes can be done by simply reloading the map

 

    AI
  • Fully scriptable
  • State based system allows characters to react in a variety of ways to different events
  • Developer can override default behavior of any character via script for special events
  • Programmers can easily extend the set of complex behaviors through C++ based Behavior objects
  • Built-in path following allows characters to traverse map in an intelligent manner
  • Built-in behaviors for using cover and hiding
  • Characters can react to sound, sight, and triggered events
  • Weapon system allows characters to use any weapon in the game
  • Node based path following.

 

    Levels
  • Quake III Team Arena Terrain technology implemented with greater map extents than any Quake engine game has seen before.
  • Terrain technology extended upon with PVS dependant terrain rendering.
  • Dynamic lighting added back into the Quake 3 engine, allowing for dynamic modification of intensity, and day to night transitions.
  • Optimized use of light maps and vertex lighting.

 

    Miles Sound System Integration
  • Supports software and hardware accelerated 3D sound mixing
  • .wav playback for sounds
  • .mp3 playback for music
  • DSP effects
  • In-Game tool used by sound engineer to place music triggers, sound emitters, and reverb triggers.
  • Standardized interface for working with a variety of APIs (DirectSound, Intel, MMX, Auriel)

 

    Ghost Particle System
  • Allows stunning weapon effects and eye candy
  • Script-definable allows development of a variety of effects without programmer involvement
  • Emitters can be attached to bones on models-allows blood spurts, muzzle flashes, etc.
  • In-game Emitter editor allows developer to instantly view and modify the Emitter's properties
  • Complex particle movements can be achieved by animating invisible tags within models

 

    Extended Shader Support
  • Allows conditional use of multitexture effects (for cards that don't support multitexture)
  • Plug-in to QERadient offers nice intuitive interface for editing shaders
  • Extended alpha generating commands such as dot and 1-dot allow view dependent effects
  • Extended RGB generating commands gives entity based color modulation of texture passes.
  • Indexing of shaders moved off-line to give faster map load times

 

    Lens Flare System
  • Script-based definition of flares gives artist control over lens and sun effects.

 

    Localization
  • Support for localization of all text based dialog and subtitles with extended fonts.

 

    Far Clipping Plane
  • Specify color, distance, and culling options in the level or dynamically at game time.
  • Levels can be built with farplane culling instead of Quake style visibility
  • Farplane culls world geometry
  • Farplane speed optimizations that render limited passes on models drawn in the farplan

 

    Sky Portals
  • Arbitrary real-time rotation of portals (script controllable)
  • Allows use of world geometry as sky
  • Allows TIKI models to interact with sky
  • Script control over objects within sky allows for dynamic changes to the sky
  • Allows night/day effects
  • Crisper visuals than sky box or textured skies

 

    LOD System
  • As model gets farther away, few polys are drawn
  • Non-drawn vertices don't get transformed, saving on CPU time
  • Seamless models can reduce down to 0 polys
  • Seamed models reduce less, but are supported (many systems do not provide ANY support for seamed models)
  • LOD rate can be controlled per-model, allowing some models to reduce at closer or farther distances
  • User can reduce detail globally to get faster frame rates

 

    Improved QERadient
  • Improved clipper
  • Variable lightmap density set per texture or in a global value by the tools
  • TIKI models visible in editor
  • Control over level of tessellation of curve meshes
  • Area based lights
  • In Editor lighting preview
  • Surface attributes allow in-game distinction of woods, metals, dirt, etc, for sounds and player interaction
  • Improved texture alignment tools
  • ShaderED plug-in allowing for easy creation of shaders with a windows interface

 

    User Interface
  • In-game menu's and in-game development tools are created in an external UI menu creation program
  • In-game menu's can slide in from any direction at any speed.
  • In-game menus have unique specifiable alpha, shader, font, texture, alignment, and variables per widget.
  • In-game version of "notepad." Used for editing scripts, tikis, shaders, or just about anything else in-game without exiting.

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