[v3.0] [released] UT PS2 Characters

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AlCapowned
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Re: [v1.2 released] UT PS2 Characters

Post by AlCapowned »

ImageImageImage

Bump.

I just finished the two female commando models, as well as the male mercenary model and the ISV Kran skins for the commandos. I'm going to try adding Ramage's model again. I think I'll wait to release anything until I finish the Skaarj Hybrids.
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Re: [v1.2 released] UT PS2 Characters

Post by UB_ »

UUh I definitely don't remember the unique Mercenary model. Maybe it was bot-only and I never bothered to check.
Epic was really serious with the character design in the PS2 version, it's almost like they used their time for developing those rather than polishing the rest of the game.

Do you have any shot of the Skaarj models now? At least, just to show how do they look like (totally forgot this too D:)
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Re: [v1.2 released] UT PS2 Characters

Post by AlCapowned »

I completely agree. My computer can run Crysis on high without any problems, but it can't consistently get 30 fps on the PS2 version of UT. :lol:

Anyway, here are some renders. Dominator is doing his "entrance taunt" in the first image. I'm going to try including that animation as a gesture, because the regular Skaarj Hybrid uses the same animation for two gestures.

Image

Image

Image
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Re: [v1.2 released] UT PS2 Characters

Post by UB_ »

Boss Dominator destroys the original one haha

So you did re-animate the hairflip taunt of Dominator. That's actually cool (and pretty damn right for a Skaarj).
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Re: [v1.2 released] UT PS2 Characters

Post by AlCapowned »

It was the only animation that was in Dominator's .max file, so I didn't have to do anything. :D
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Re: [v1.2 released] UT PS2 Characters

Post by UB_ »

Oh wow, that's gold. And also a bit trollish from the person who posted the models.

It's like, "there, here's the Skaarj models that has a simple new animation, but for the rest it's up to you".
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Re: [v1.2 released] UT PS2 Characters

Post by AlCapowned »

:lol:

"Check it out, we've got Damien right here! Go on, open that .max file!"

*opens file; his skin is missing*

"Sucker!"

UPDATE: I now have all 3 Skaarj Hybrid models in UT; of course, they aren't quite finished yet. :P

Dominator:
Image
Regular:
Image
SkaarjBoss (helmet changes based on face):
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Re: [v1.2 released] UT PS2 Characters

Post by Tarydax »

Nice! :tup: Can't wait to play as them.
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Re: [v1.2 released] UT PS2 Characters

Post by UB_ »

Wait

three Skaarj Hybrid models?

I AM CONFUSED. I definitely don't remember purple eyed Reaver and that cool Disconnect-wannabe Dominator.
Last edited by UB_ on 03 Apr 2011, 18:18, edited 2 times in total.
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Re: [v1.2 released] UT PS2 Characters

Post by AlCapowned »

Yep. The regular Skaarj Hybrid, regular Dominator, and a modified version of Dominator that uses the regular Skaarj Hybrid skins. I'm probably going to add an extra version of Damien's model that uses the commando skins, too.
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Re: [v1.2 released] UT PS2 Characters

Post by UB_ »

Oh I get it now

Any luck with Rampage's boss model?
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Re: [v1.2 released] UT PS2 Characters

Post by AlCapowned »

Nope. I don't understand it at all. The model animates without any trouble in 3DS Max, but when I put it in UT it's all messed up. Another strange thing is that Xan's model works, so it can't be a problem with the animations. :/

I'll keep trying, and maybe I'll have a breakthrough.

EDIT: Awesome, I just had that breakthrough. That brings the total number of models that will be in the final version up to 14. :D
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Re: [v1.2 released] UT PS2 Characters

Post by UB_ »

What did cause the problem?
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Re: [v1.2 released] UT PS2 Characters

Post by AlCapowned »

For some reason, ActorX wouldn't save the mesh's rotation, so it would become deformed in game. I re-extracted the original *.max file, reexported it with ActorX, and then it worked.
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Re: [v1.2 released] UT PS2 Characters

Post by StalwartUK »

Very good looking models there. Can't wait for the final release!
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