1) I tried skinning that Warlord model I've got linked up there. Other guy was right, it isn't setup for skinning. The .int files I made to do it worked... but the edited skins won't show up on the model. although you can see them listed in the skin selection window.
2) Did that Player Krall project ever get finished up?
[UT][227] [RELEASED] Mercenary Player
- evilgrins
- Skaarj Warlord
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Subject: Re: [UT] [RELEASED] Mercenary Player
Post Posted: 11 May 2013, 04:12
- AlCapowned
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Subject: Re: [UT] [RELEASED] Mercenary Player
Post Posted: 11 May 2013, 15:12
I'm not going to finish the skeletal krall player. To me, it's not worth the time or boredom that comes with making animations that are accurate to the originals.
- evilgrins
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Subject: Re: [UT] [RELEASED] Mercenary Player
Post Posted: 12 May 2013, 01:39
Well, poo.
Does that kill all other skeletal projects? I think near the beginning of this thread someone asked about a skaarj warrior.
Does that kill all other skeletal projects? I think near the beginning of this thread someone asked about a skaarj warrior.
- AlCapowned
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- evilgrins
- Skaarj Warlord
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- AlCapowned
- Skaarj Elder
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Subject: Re: [UT] [RELEASED] Mercenary Player
Post Posted: 15 Nov 2013, 15:16
I decided to fix a few small problems with the merc, but the new version isn't all that important.
http://www.mediafire.com/download/ar55efjgd853ebe/MercPlayerUT_v1_2.zip
http://www.mediafire.com/download/ar55efjgd853ebe/MercPlayerUT_v1_2.zip
- Draco Nihil
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Subject: Re: [UT] [RELEASED] Mercenary Player
Post Posted: 15 Nov 2013, 20:30
May I perhaps take this and turn it into a LODMesh for my projects in Unreal 1 (non 227)? I'll credit you fully of course.
“I am the dragon without a name...”
- AlCapowned
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- Joined: 19 Dec 2009, 22:25
- AlCapowned
- Skaarj Elder
- Posts: 1179
- Joined: 19 Dec 2009, 22:25
Subject: Re: [UT][227] [RELEASED] Mercenary Player
Post Posted: 25 Oct 2020, 22:40
After 7 years, I finally converted this to 227. It's generally the same, except there is oftentimes red blood mixed in with the green. Also, you can turn invulnerable by using whatever taunt is normally bound to L. Thanks to nikosv for asking about it. I don't remember why I didn't do this sooner, but it must have been something stupid, because this was pretty easy. Guess I'll be doing the same for the playable slith soon.
https://drive.google.com/file/d/1d11BEsWyTUveHDd6sA2v2okX8YSgGTAY/view?usp=sharing
https://drive.google.com/file/d/1d11BEsWyTUveHDd6sA2v2okX8YSgGTAY/view?usp=sharing
- nikosv
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Subject: Re: [UT][227] [RELEASED] Mercenary Player
Post Posted: 27 Oct 2020, 01:58
Hey, really appreciate it. I'm always impressed when people like you managed to squeeze some more life into this game through assets, engine work, or scripts.
Current Project: None. WTFs2 had to go to sleep, RIP.
I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.
I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.
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