Ah sweet! Did you remap this? Me and Leo had an idea that this skin should fit on this model but the uv's were broke
[U1] Unreal: 1996-1997 Remake
- Gizzy
- Skaarj Berserker
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 22 Mar 2012, 16:19
- UB_
- Nali Priest
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 22 Mar 2012, 18:10
Is the model made from scratch?
- makemeunreal
- Banned
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 22 Mar 2012, 18:46
Is the Impaler works like the famous(or not:P) Painkiller? [spoiler]Maybe you don't know it.[/spoiler]
"They let us go about our business here, but it is a farce. I know that they are watching us, controlling us. I believe that this once safe haven is as deadly as the surface planet below."
- Master_Unreal
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 22 Mar 2012, 19:51
@Gizzy: Yeah, this is remapped. Speaking of beta skins I found some other skin yesterday that just caught my attention, Ashield1. Whats really interesting about it is that it fits the biorifle model exactly but not only that, aside from the green sludge it almost fit the exact description of the flamethrower. Looks like a merc weapon and it even has scorch marks on the end of the barrel
@UBerserker: Nope, this is the actual impaler model epic did, found with the model stash that included the gargoyle, the dragon, minotaur, and all those other monsters.
@makemeunreal: Nope, never played it before Lol. Primary fire will shoot out the crystal and secondary fire will shoot out a beam of energy harnessed from the crystal(s) (Think Pulse gun, Might do one straight beam or 3 curved beams coming from the tips of each spike, any recommendations?)
@UBerserker: Nope, this is the actual impaler model epic did, found with the model stash that included the gargoyle, the dragon, minotaur, and all those other monsters.
@makemeunreal: Nope, never played it before Lol. Primary fire will shoot out the crystal and secondary fire will shoot out a beam of energy harnessed from the crystal(s) (Think Pulse gun, Might do one straight beam or 3 curved beams coming from the tips of each spike, any recommendations?)
- Z-enzyme
- White Tusk
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 22 Mar 2012, 20:12
Never played Painkiller? Why?!?! It had the most epic weapon ever! It shoot shuriken and lightning and had tits and was on fire!
No, wait...
Nvm...
No, wait...
Nvm...
- UB_
- Nali Priest
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 22 Mar 2012, 21:21
I played Painkiller but it has nothing to do with this thread.
- Gizzy
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 23 Mar 2012, 13:07
Master_Unreal wrote:@Gizzy: Yeah, this is remapped. Speaking of beta skins I found some other skin yesterday that just caught my attention, Ashield1. Whats really interesting about it is that it fits the biorifle model exactly but not only that, aside from the green sludge it almost fit the exact description of the flamethrower. Looks like a merc weapon and it even has scorch marks on the end of the barrel
haha holy crap, is this skin built into unreal and we've all just missed it?
- UB_
- Nali Priest
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 23 Mar 2012, 13:40
If anybody needed more confirmations that the Biorifle was originally the Flamethrower and was part of the Mercenary equipment
- StalwartUK
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 23 Mar 2012, 22:03
I always thought the Mercenary connection was pretty obvious considering you find it in the middle of a Merc base.
StalwartUK
- []KAOS[]Casey
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 27 Mar 2012, 07:20
It also {better} explains the piston chamber in the mesh, and possibly why it was re purposed. If they had Skeletal meshes, they could pump the piston further until you ran out of ammo, and when you weren't firing it would stay in a neutral, but further pressed position. But since they didn't have the skeletal meshes, it probably stayed full or empty and looked awkward.
Complete speculation on my half, but it makes sense. I've always thought the biorifles chamber was really out of place.
Complete speculation on my half, but it makes sense. I've always thought the biorifles chamber was really out of place.
- iLikeTheUDK
- Skaarj Assassin
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 29 Jul 2012, 16:44
Master_Unreal wrote:...the version of the alpha unreal that we have, which is Unreal 0.86...
Wait...You have that build? Do you have the actual alpha preview?
That's one of the things I wanted to find about most ever since I heard how much was leaked from Unreal.
[]KAOS[]Casey wrote:If they had Skeletal meshes, they could pump the piston further until you ran out of ammo, and when you weren't firing it would stay in a neutral, but further pressed position. But since they didn't have the skeletal meshes, it probably stayed full or empty and looked awkward.
Didn't really get you. You should explain that more, but if I understand you, then no, skeletal animation isn't needed for that kind of stuff. morph targets (per-vertex animation) would do just fine. Still, I didn't fully get you.
:^3
- Gizzy
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 29 Jul 2012, 17:35
iLikeTheUDK wrote:Wait...You have that build? Do you have the actual alpha preview?
That's one of the things I wanted to find about most ever since I heard how much was leaked from Unreal.
It consists of a single level with placeholder monsters/HUD. No weapons or anything like that either. I'd consider the 95 alpha more complete than this version.
- evilgrins
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 29 Jul 2012, 21:59
Is there anyway I can get the textures for the little man and the bigman?
- Jet v4.3.5
- Skaarj Elder
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 19 Aug 2012, 01:00
[BUMP]
I hate to badger, but I've had this sudden urge to play some of this stuff. Few questions:
1. How many Alpha/Beta things do you have access to? I'd be really interested in seeing that stuff (you may have even sent me some once, but I lost it in a hard drive crash).
2. I found a link to your blog in one of the two threads you started, and there seems to be an updated download that includes the old Alpha HUD and other things that another link I found here somewhere did not have. I'm curious whether or not you could update your first post to keep track of the things you've added (as you've done a good job with them, and they are very interesting).
3. What ever happened with the Glide emulation? All of this stuff is interesting, but I'm doubly interested in the Glide effect as well (especially if it can get to a point where it adequately reflects the original shots from real Glide rendering). I'd also be happy to do some small-time non code-based help if you'd like.
I think I've posted on here before, but I'd like to sum up that I'm very interested in what you've got going here, and I'm looking forward to seeing what you do with this.
[/BUMP]
I hate to badger, but I've had this sudden urge to play some of this stuff. Few questions:
1. How many Alpha/Beta things do you have access to? I'd be really interested in seeing that stuff (you may have even sent me some once, but I lost it in a hard drive crash).
2. I found a link to your blog in one of the two threads you started, and there seems to be an updated download that includes the old Alpha HUD and other things that another link I found here somewhere did not have. I'm curious whether or not you could update your first post to keep track of the things you've added (as you've done a good job with them, and they are very interesting).
3. What ever happened with the Glide emulation? All of this stuff is interesting, but I'm doubly interested in the Glide effect as well (especially if it can get to a point where it adequately reflects the original shots from real Glide rendering). I'd also be happy to do some small-time non code-based help if you'd like.
I think I've posted on here before, but I'd like to sum up that I'm very interested in what you've got going here, and I'm looking forward to seeing what you do with this.
[/BUMP]
- Master_Unreal
- Skaarj Warrior
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Subject: Re: [U1] Unreal: 1996-1997 Remake
Post Posted: 21 Aug 2012, 02:57
I've been working on some other projects lately as well, so I haven't worked on this 24/7, but I do plan on putting this in my regular schedule soon. Nope, The project isn't dead, I just work on this a lot sometimes, and then sometimes not as much.
My initial idea was to have only remade maps from screenshots in the pack, but because some of the screenshots include maps that we know of from the February 1998 beta, I figured why not add the 1998 beta maps in and revamp them? This way they can get proper attention as well but with a new look to them, so its not the same boring map. I think overall its around 50-60 maps? Only 20 or so are brand new though, the rest will be previous maps with new twists and turns to them ( They'll be just as fun to play as the new maps )
My initial idea was to have only remade maps from screenshots in the pack, but because some of the screenshots include maps that we know of from the February 1998 beta, I figured why not add the 1998 beta maps in and revamp them? This way they can get proper attention as well but with a new look to them, so its not the same boring map. I think overall its around 50-60 maps? Only 20 or so are brand new though, the rest will be previous maps with new twists and turns to them ( They'll be just as fun to play as the new maps )
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