Smite

Smite Dev Tracker




02 Jun

Comment

The team is aware and looking into this! Will update as soon as I have more info.

Edit: We've made some adjustments on our side and are beginning to see successful logins. If you're still having issues please restart your game client and try again. Thanks so much for your patience!

Comment

These skins will be available in The Great Dreamer/Cthulhu Update.

Comment

These skins will be available in The Great Dreamer/Cthulhu Update.


01 Jun


31 May


30 May


29 May

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What's up Gods & Goddesses!

PTS for The Great Dreamer Update is LIVE for the weekend!

You can find the full Update Notes here.

Please post any bugs or issues found from PTS here. Also, please leave any feedback you have about any of the latest balance changes, and SMITE's newest God - Cthulhu!

If you would like to participate in the PTS click here to find out how.

Thanks so much for helping us test all the new changes coming to SMITE!

See you on the Battleground.

Known Issues

  • Cthulhu's Passive meter is no...
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Comment

Originally posted by TheShikaar

I'm pretty sure they wouldn't have to redo the models at all. 3D models are created in Maya or zBrush or whatever Tool they use and then imported into UE. Unless they are really stupid they should have the files for the original model. So it would just be a reimport into the new UE version.

But yeah pretty much everything else would have to be redone from ground up.

Models port over to UE4 pretty easily, too. The problem is when we start talking about materials done in engine. None of those will port automatically.

If you don't know what materials are - essentially they're a bunch of different details set in the engine that tells it what the surface of something should look like. Basically they answer the question: "when light hits this, how should it look?" Engines deal with materials in different ways, which can require different amounts of work. But any custom materials done in UE3 aren't going to port into UE4 well, and it's safe to say the same is true of UE5 until it's actually in developer hands.

There's other problems with swapping engines on top of that, as well. Engines have completely different development pipelines, and devs don't get used to new engines instantly (even when they make improvements to processes!). All script has to be rewritten, etc. But I guess mostly I'm trying to bring across that while mo...

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28 May