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TOXIKK Forum • View topic - Preparing for Toxikk development kit

Preparing for Toxikk development kit

Contribute to TOXIKK and Showcase your Maps and Mods
Fri Jan 23, 2015 5:13 pm

  • As eager as I am to dive in to the development kit and accepting that it will be out on march (my birthday woop). Am I right in thinking that learning to mod the Unreal Engine 3 UDK beforehand would be a good way to spend my time? Are they similar or miles apart. Most of my modding knowledge was in the Source engine.
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  • yes you can use UDK to work on your brushes (BSP, blocking volumes, other volumes) for Toxikk maps and you should be able to export all brushes out of UDK as .T3d and just reimport that back into the Toxikk SDK. The part that could screw this all up is we do not know if the Toxikk character scale is the same as the scale for the UTPawn in UDK
    U̶n̶r̶e̶a̶l̶ ̶T̶o̶u̶r̶n̶a̶m̶e̶n̶t̶ Toxikk mapper and modder..
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  • The thing is im mostly going to be in it for the scripting. I know the functions will all be different for toxikk specific stuff but is it worth trying to make scripts for ut3 or similar?
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  • Can't wait for the community's creativity ;3
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  • I should think learning the basics of modding for the engine would be a decent idea. Some specifics may not transfer over, but knowing the fundamentals is always good.
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