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The future of Mods with unreal

PostPosted: Wed Feb 17, 2016 9:44 am
by Sillyworld
Once the game is ported to the unreal engine, how the process for mods would change? will we keep moding in 3ds max? The current mods will be still usable or will we have to port them?

Re: The future of Mods with unreal

PostPosted: Wed Feb 17, 2016 9:47 am
by cpufreak101
devs, correct me if i'm wrong, but what i picked up in little dev updates is that their unreal engine currently is a bit of a hybrid of unreal and Kee engine so it should be capable of using old assets, after a full conversion to unreal tho idk

Re: The future of Mods with unreal

PostPosted: Wed Feb 17, 2016 12:59 pm
by Killrob
Right now it seems like the switch will happen all at once without the hybrid.
Switching to Unreal will make it easier to mod when it comes to formats, you will be able to use any program that produces .fbx files.

Re: The future of Mods with unreal

PostPosted: Sun Feb 21, 2016 11:27 pm
by TurboJ
Killrob wrote:Right now it seems like the switch will happen all at once without the hybrid.
Switching to Unreal will make it easier to mod when it comes to formats, you will be able to use any program that produces .fbx files.


So I take it that the current mods should continue to work under Unreal?

Re: The future of Mods with unreal

PostPosted: Mon Feb 22, 2016 4:07 am
by TrackpadUser
They will probably need to be re-exported to the new format.