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[227] [UT] Alternate Pawns

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

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User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 564
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Location: Palo Alto, CA
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Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 05:56

Fear the chef!

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 11:10

Build 0.2
========================================================================
Available for Unreal 227 and Unreal Tournament. Source included.
========================================================================
If anyone would be willing to be parsing new versions of this for Unreal 225 I'd be grateful.
========================================================================
Content:
  • Armored Krall Mesh
    - Armored Krall
    - Blood Krall
    - Ice Krall
  • Chef Fucker Basic Mesh
    - Chef Fucker
========================================================================
Bugs: Krall still have some vertices behaving weird.
========================================================================
Download

User avatar Mister_Prophet
Red Nemesis Leader Red Nemesis Leader
Posts: 2907
Joined: 11 Nov 2007, 23:30
Location: Long Island, New York

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 19:57

This is pretty awesome :tup:

Obviously the hilarious ramifications of making funny pawns will draw people, but I'm more interested in the idea of building on existing enemies, like armored versions (that Krall is a good example) or other such variations. I wanted something like this for a long time. Qtit, if only I saw you doing this stuff in 2006 :) As a mapper I hope to god you get a 226 version that translates as well. In that case I'd be on you like hair on a gorilla, making requests :o
Image

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 20:01

The pawns I make you can easily parse to Unreal 226. Just UCC them. And, give me some ideas! What do you want I will make gladly! You have no idea how much fun this is. I can do many things with the models. Editing meshes is limited but I can ADD elements as separate parts.

You got Ideas, I got Skills. Give me.

At the moment I'm trying to make Nali female... Dunno how this works out, texturing is a pain for me, can't texture low poly for shit. Always did High Detailed meshes and baked textures.

And, yea, I want to make pawns that would add something to the Lore of Unreal.

Next to come maybe skaarjs with armors, but exporting frame by frame 600 frames is a pain.

User avatar Mister_Prophet
Red Nemesis Leader Red Nemesis Leader
Posts: 2907
Joined: 11 Nov 2007, 23:30
Location: Long Island, New York

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 20:28

Okay well...


I always wanted to see new types of Titans. For instance, a legitimate Stone Titan with rocks growing out of his back instead of the stegosaurus fins, showing some kind of geological/biological mutation. Also wanted to see something along the lines of Titans wearing armor, as if they had been equipped by the Skaarj for use in battle, like Trolls in Lord of the Rings or those Gigante guys in Resident Evil 4.

Obviously, you can do things with Skaarj. Elder Skaarj with different looking tusks, more pronounced hairdresses. Armored Skaarj would be interesting, but it's little details on the model that would make for more interesting varieties. For instance, a real Red Nemesis and not simply a reskinned Beserker :)

Would it also be possible to alter a Warlord's gun?
Image

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 20:33

Mister_Prophet wrote:I always wanted to see new types of Titans. For instance, a legitimate Stone Titan with rocks growing out of his back instead of the stegosaurus fins,

This is an Idea I was hoping for! Gonna go for that on my next attempt, should be pretty easy.

Mister_Prophet wrote:Obviously, you can do things with Skaarj. Elder Skaarj with different looking tusks, more pronounced hairdresses.

As it comes to skaarj, it'll take me a while to export animations... Click, click, click, 000.obj, enter, enter; Click, click, click, 001.obj, enter, enter; [three hours later] ; Click, click, click, 592.obj, enter, enter DONE!

Btw, if anywone knows a way to batchexport frames of an animation, I'm very much interested.

Mister_Prophet wrote:Armored Skaarj would be interesting, but it's little details on the model that would make for more interesting varieties.

I wanted to meshsmooth Skaarj mesh to make it more... more.

Mister_Prophet wrote:For instance, a real Red Nemesis and not simply a reskinned Beserker :)

Details on my PM please...

Mister_Prophet wrote:Would it also be possible to alter a Warlord's gun?

Alter? Always.

User avatar Mister_Prophet
Red Nemesis Leader Red Nemesis Leader
Posts: 2907
Joined: 11 Nov 2007, 23:30
Location: Long Island, New York

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 20:41

Glad to see I'm not the only one itching for more fleshed out Titans :tup:
Image

UBerserker
Nali Priest Nali Priest
Posts: 7929
Joined: 11 Nov 2007, 21:00

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 20:44

I always wanted a Skaarj with Squids replacing his hands, a Squid sticking out from his back, and a pair of Warlord wings. If you played G59 you know what I'm talking about.
ImageImage

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 21:00

Errr, okay. Should That thing do all animations as the standard Skaarj does? Because, you know, I'm just altering MESHES not making new animations.

UBerserker
Nali Priest Nali Priest
Posts: 7929
Joined: 11 Nov 2007, 21:00

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 21:09

Behave like any other Skaarj, yeah. Squids tentacles should be semi-closed (assuming they won't move).
ImageImage

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 21:12

I can make them move. When I export the skaarj I'll try to make something like that.
You're saying something like in G59? Nope, didn't play it (yet).

UBerserker
Nali Priest Nali Priest
Posts: 7929
Joined: 11 Nov 2007, 21:00

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 21:23

Something like this. Squid on the back should be "breathing" (Squid breath anim), other two just stuck semiclosed.

Image
ImageImage

Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 21:28

Er... No problem! That's actually one of the easier ones :D

User avatar SteadZ
Skaarj Warlord Skaarj Warlord
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Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 21:41

I still think that you should make the Pirate Skaarj. A proper one with a hat and a coat, like Captain Jack Sparrow.
Image
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Z-enzyme
White Tusk White Tusk
Posts: 2136
Joined: 13 Nov 2007, 20:01

Subject: Re: Altermate Pawns

Post Posted: 14 Aug 2012, 22:24

Yea, I'll make that too. As I said, too many frames to export for one day xD

Edith:
Not really satisfied, gonna make the rocks additional meshes.

Image

Planning - Desert Titan, Cave, Swamp and Ice.

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