Master_Unreal I've got a question. Does Unreal Alpha use some kind of tessellation effect for the models in software mode, or are the models really high detailed there or what...? I mean, this white skaarj's tail for example, does it go 'bulgy' when you see it up close? Or does Big Man's guns go like more round when you get close to him...?
I know, strange question, but still.
Unreal 97: (Almost) Identical Remakes
- Z-enzyme
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 22 Oct 2011, 14:54
- Master_Unreal
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 22 Oct 2011, 14:56
Yeah, it did have that at one point, I think if you open a level, go to the level properties and turn off bMeshCurvy, then reload it and it should be gone
- Master_Unreal
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 22 Oct 2011, 18:32
- UB_
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 22 Oct 2011, 18:42
The Gargoyle has nothing to do with the Minotaur. Knowing how deformed were the models in those old shots, the Gargoyle had legs and similar to the Warlord ones.
- Z-enzyme
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 22 Oct 2011, 18:50
Master_Unreal wrote:Yeah, it did have that at one point, I think if you open a level, go to the level properties and turn off bMeshCurvy, then reload it and it should be gone
BUT I think it's a cool effect. I never noticed it in final releases of Unreal... Why?
- Tarydax
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 22 Oct 2011, 22:31
I think bMeshCurvy is in Unreal, it just doesn't do anything when you change the values(for me, at least).
- Master_Unreal
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 23 Oct 2011, 03:29
There's alot of stuff they didn't clean up.............seriously..........LOL
this is an example Lol
this is an example Lol
- []KAOS[]Casey
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 23 Oct 2011, 10:21
Teridax wrote:I think bMeshCurvy is in Unreal, it just doesn't do anything when you change the values(for me, at least).
bMeshCurvy was intentionally disabled for some reason or another. 227 reimplements it but you have to import with mesh parms of Curvy=1. It makes a pretty funny/inconsistent effect, which is probably why it was disabled.
- Master_Unreal
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 23 Oct 2011, 12:48
@Casey: I like the new bMeshCurvy effect in 227, my question is, is there any kind of poly flag that determines which polys get the "curviness" or how is this done exactly?
I spent about 3 hours yesterday and a couple hours today working on the head of the gargoyle, heres what came out so far
This is the first skin i've ever actually done from scratch, so any tips/feedback/advice would be greatly appreciated
I spent about 3 hours yesterday and a couple hours today working on the head of the gargoyle, heres what came out so far
This is the first skin i've ever actually done from scratch, so any tips/feedback/advice would be greatly appreciated
- []KAOS[]Casey
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 24 Oct 2011, 00:21
I'm not sure what exactly effects curvy. Candle2 is Curvy, and the flame gets more curvy as you get closer to it. I'd have to do tests later.
- Master_Unreal
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 24 Oct 2011, 12:48
I've kept this in the dark for awhile, I did this one after I finished the Skaarj
People who have the Unreal Bible will probably know what this is if they remember it, but this a Bonesaw that was set to appear in unreal during the current timeframe
This also means I have to do a SkaarjBlade weapon model too, which will probably show up kind of like the Punch Dagger from strife, but in a more primitive looking way
People who have the Unreal Bible will probably know what this is if they remember it, but this a Bonesaw that was set to appear in unreal during the current timeframe
This also means I have to do a SkaarjBlade weapon model too, which will probably show up kind of like the Punch Dagger from strife, but in a more primitive looking way
- Darkon
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 24 Oct 2011, 20:06
Master_Unreal wrote:People who have the Unreal Bible ...
Eh.. not me...
Master_Unreal wrote:...will probably know what this is if they remember it, but this a Bonesaw ...
Eh...? What does the Unreal Bible say about it?
Master_Unreal wrote:...that was set to appear in unreal during the current timeframe
Eh.. "current timeframe"? Again.. what is that?! Could someone shed some more light here? (or did I miss a conversation about this?)
Never trust a Dutchman in a tulip fight.
- UB_
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 24 Oct 2011, 20:25
It's dirty stuff that may be better not discussed about in public :p
the Bonesaw was supposed to be a weapon in Unreal. That's all, really.
the Bonesaw was supposed to be a weapon in Unreal. That's all, really.
- Master_Unreal
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 25 Oct 2011, 03:55
UBerserker wrote:It's dirty stuff that may be better not discussed about in public :p
I'm still a bit lost as to why Lol
- []KAOS[]Casey
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Subject: Re: Unreal 97: (Almost) Identical Remakes
Post Posted: 26 Oct 2011, 09:06
The logic supposedly is that Epic actually gives a shit. I seriously doubt this. maybe I should email mark rein and ask him about it, and if I get no response in a week, then nobody cares. Which i'm sure no one will. Besides, one could easily upload it to an online uploading service and just let it get removed by Epic as copyright if they really gave a billionth of a shit.
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