[v2.8] [released] UT PS2 Characters
- AlCapowned
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 20 Mar 2011, 02:41
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.
- UB_
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 20 Mar 2011, 10:27
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:)
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:)
- AlCapowned
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 20 Mar 2011, 17:46
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.
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.
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.
- UB_
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 20 Mar 2011, 19:35
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).
So you did re-animate the hairflip taunt of Dominator. That's actually cool (and pretty damn right for a Skaarj).
- AlCapowned
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 20 Mar 2011, 19:37
It was the only animation that was in Dominator's .max file, so I didn't have to do anything.
- UB_
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 20 Mar 2011, 19:48
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".
It's like, "there, here's the Skaarj models that has a simple new animation, but for the rest it's up to you".
- AlCapowned
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 20 Mar 2011, 19:57
- Tarydax
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 03 Apr 2011, 18:09
Nice! Can't wait to play as them.
- UB_
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 03 Apr 2011, 18:12
Wait
three Skaarj Hybrid models?
I AM CONFUSED. I definitely don't remember purple eyed Reaver and that cool Disconnect-wannabe Dominator.
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.
- AlCapowned
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 03 Apr 2011, 18:17
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.
- UB_
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 03 Apr 2011, 18:18
Oh I get it now
Any luck with Rampage's boss model?
Any luck with Rampage's boss model?
- AlCapowned
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 03 Apr 2011, 18:20
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.
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.
- UB_
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 04 Apr 2011, 22:17
What did cause the problem?
- AlCapowned
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 05 Apr 2011, 00:22
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.
- StalwartUK
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Subject: Re: [v1.2 released] UT PS2 Characters
Post Posted: 05 Apr 2011, 21:15
Very good looking models there. Can't wait for the final release!
StalwartUK
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