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[227] Unreal HD Weapons (v0.6 Released!)

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User avatar Shivaxi
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Subject: [227] Unreal HD Weapons (v0.6 Released!)

Post Posted: 30 Jul 2012, 20:53

ABOUT:

Quick Description: HD Weapons for 227 is a mod I am developing utilizing 227 specific features in order to bring the stock weapons of Unreal more up-to-date with today's graphics. The mod will feature new skins, new emitters and projectiles, and various things to come. This is STRICTLY an eye-candy mod. I am not changing anything else but visual looks only, and only for the stock weapons. So to be clear, this is not an ear-candy mod...there will be no new sounds...no changes to how the weapons originally work...or any such thing like changing monsters weapons / projectiles around. If it ever comes to that, it will be far from now, and probably in a separate mod.

NEWS & UPDATES:

Future news and all updates will be posted here:

Test Release Version v0.6 viewtopic.php?f=3&t=2629&p=60027#p60027
Dispersion Pistol first look: viewtopic.php?f=3&t=2629&p=57864#p57864
Test Release Version v0.5 viewtopic.php?f=3&t=2629&p=57835#p57835
Prev0.5 release small update: viewtopic.php?f=3&t=2629&p=57832#p57832
HDWeps Gameplay Vid: viewtopic.php?f=3&t=2629&p=57259#p57259
HDASMD update Nov 14th: viewtopic.php?f=3&t=2629&p=57125#p57125
Test Release Version v0.4 viewtopic.php?f=3&t=2629&p=56542#p56542
September 17th, 2012 update: viewtopic.php?f=3&t=2629&p=56246#p56246
Test Release Version v0.3: viewtopic.php?f=3&t=2629&p=56205#p56205
Mini update HDFlakCannon: viewtopic.php?f=3&t=2629&p=56026#p56026
Test Release Version v0.2: viewtopic.php?f=3&t=2629&p=55470#p55470
August 1st, 2012 update: viewtopic.php?f=3&t=2629&p=54697#p54697
Test Release Version v0.1: viewtopic.php?f=3&t=2629&p=54692#p54692
July 30th, 2012 update: viewtopic.php?f=3&t=2629&p=54649#p54649

DOWNLOAD: WARNING: THIS IS NOT THE FINAL PRODUCT. SUBJECT TO BUGS AND CHANGES.

TEST RELEASE VERSION 0.6: viewtopic.php?f=3&t=2629&p=60027#p60027
TEST RELEASE VERSION 0.5: viewtopic.php?f=3&t=2629&p=57835#p57835
TEST RELEASE VERSION 0.4: viewtopic.php?f=3&t=2629&p=56542#p56542
TEST RELEASE VERSION 0.3: viewtopic.php?f=3&t=2629&p=56205#p56205
TEST RELEASE VERSION 0.2: viewtopic.php?f=3&t=2629&p=55470#p55470
TEST RELEASE VERSION 0.1: viewtopic.php?f=3&t=2629&p=54692#p54692

Mirror v0.6: https://dl.dropboxusercontent.com/u/735 ... Weps06.zip (again, provided by Delacroix)
Mirror v0.5: https://dl.dropbox.com/u/73582626/HDWepsv0.5.zip (provided by Delacroix, thanks!)

WARNING: THIS IS NOT THE FINAL PRODUCT. SUBJECT TO BUGS AND CHANGES.
Last edited by Shivaxi on 10 May 2013, 17:49, edited 24 times in total.
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Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar Shivaxi
Gilded Claw Gilded Claw
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Subject: Re: [U1 227] Unreal HD Weapons (work-in-progress)

Post Posted: 30 Jul 2012, 20:53

VIDEOS:

http://www.twitch.tv/shivaxi/b/397067641 - new glowy sparks test

https://www.youtube.com/watch?v=YGnSsUqoR_c

SCREENSHOTS:

click for hi-rez

more coming soon...

Version 0.6 update screenshots:













Version 0.5 update screenshots:











Version 0.4 update screenshots:

















Version 0.3 update screenies:





new muzzle flash effect on eightball



Introducing the HD Bio Rifle! =D



New rocket particle flame and sparks



July 30th update screenies:



Last edited by Shivaxi on 07 May 2013, 22:42, edited 16 times in total.
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Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar Shivaxi
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Subject: Re: [U1 227] Unreal HD Weapons (work-in-progress)

Post Posted: 30 Jul 2012, 20:54

This post contains the full changelog including changes in upcoming versions not yet released:

Full Changelog:

v0.6 to v0.7:

Fixed:

-Automag, Minigun, and Rifle not properly alerting nearby enemies. Was missing MakeSound in the new bullet hit effect.

v0.5 to v0.6:

Added:

-HDDispersionPistol
-New Projectile/Effects for HDDispersionPistol (50 new classes)
-Small spark effect for stinger projectiles upon break
-Glow effect for HDDispersionPistol
-Glow effect for HDASMD
-Glow effect for sparks
-Underwater bullet tracer
-New mutator & SpawnNotify for 227i users in order to fix a corona glitch on emitters present with 227i clients.

Removed:

-Some unused textures

Changed:

-HDStinger broken projectile shards velocity increased
-HDASMD ring effect now collides with geometry
-Increased light radius on Flakshell projectile
-Changed spark textures
-Changed bullet tracer texture

Fixed:

-Lifespan for AlphaRocketExplo2HD emitter too long
-Corona effects on some emitters showing through actors (like pawns) [227j]
-Lifespan for HDFlakShell exlposion smoke too long
-Several HDFlakCannon projectile effects spawning twice (online)
-Light glow for Rocket explosion too long
-Light glow for Flakshell explosion too long
-Stinger projectile glow/corona showing through actors [227j only]
-HDGESBioRifle projectile glow/corona showing through actors [227j only]
-HDAutomag weapon glow not working online
-Explosions sounds for HDFlakcannon and HDEightball
-All script warnings and online replication. Now fully works online 100%.

v0.4 to v0.5:

Added:

-HDASMD
-New projectiles/effects for HDASMD
-HDQuadShot
-HDAmplifier (needed in order to make Amplifier work for HDASMD and HDDispersionPistol)
-HDDispersionPistol (just the placeholder, no new effects yet)
-New HDLineSpark effect for sparks
-Trail effect for HDRazorJack projectile
-Shattering effect for HDRazorJack projectile (now breaks into shards when destroyed)

Changed:

-Bullet trace effect is now just an emitter instead of a projectile and emitter
-HDWeps Replacer mutator in this version will set the default weapon to HDAutoMag as HDDispersionPistol doesn't exist yet
-All spark effects now have line sparks added
-Increased lifetime of spark explosion on HD Flak Shell and HD Rocket slightly
-HDFlakShell explosion effect now includes line sparks

Fixed:

-A shitton of script warnings and accessed none's both online and off (thankyou Bleeder91)
-HD Razor Blade making fire sound when sticking into things
-HD Razor Blade continueing to spin and make noise when sticking into things (online only)
-HDEightBall smoke and fire trail not facing correct way online (big thanx .:..: and Bleeder91)
-HDEightBall muzzle flash not properly rotating online (again Dots and Bleeder)
-HD Bullet Hit effect only spawning effects in a certain direction (online only rotation replication)

v0.3 to v0.4

Added:

-Bullet tracer effect for Automag, Minigun, and Rifle
-FlakCannon new skin and glow
-Automag new skin and glow
-HDRazorJack weapon/projectiles/effects
-Razorjack new skin and glow
-Minigun new skin and glow
-Rifle new skin and glow
-Rifle scope animation
-Automag twirl animation
-Weapon Replacement Mutator (HDWeps.HDWepsReplacer)
-Re-did GESBioRifle skin and glow for first person mesh

Changed:

-Bullet shellcase smoke added X and Y velocitys now, making more realistic
-Decreased bullet smoke fade in time
-(by accident) some bio gel particles after exploding will stick to walls and such...this is due to the new MinBounceVelocity
-Sparks min lifespan now 0.1, decreasing the amount of sparks for bullet hits and flak ricochets slightly

Fixed:

-Bullet shellcase smoke not spawning unless bulletcase was moving
-Dots introduced MinBounceVelocity which I promptly added to sparks and other particles so they no longer "vibrate" when sitting still on the ground
-Weapon glows not showing up in first person (thanks to Bleeder91)
-Weapon glows "hanging", aka not dissapearing usually when picking them up (thanks to Bleeder91)
-Bullet shellcase smoke not spawning if shellcase wasnt moving
-Third Person HDStinger wrong texture (thanks to Bleeder91)

v0.2 to v0.3:

Added:

-HDFlakCannon projectiles, trail, smoke, glow, lighting, and spark effects
-HDAutomag
-HDMinigun
-HDRifle
-New bullet hit effects including sparks and smoke
-New smoke trail for fired shell casings

Removed:

-Stinger explode animation upon wall impact. no longer needed nor makes sense with

actual shards now
-old stinger glow class (unused)

Changed:

-UnrealWepsHD.u renamed to HDWeps.u
-Stinger chips brightened and color adjusted slightly to better match original stinger shard
-HDFlakCannon trail new texture, shorter, dimmer, fades faster
-Minor changes to all smoke trail effects to make them a bit more solid and realistic
-Changed all glow effects to destroy themselves when projectile gets destroys. Fixes any hanging that may occur on some effects

Fixed:

-Rocket smoke trail being broken apart in different places and sections
-Biogel glow would hang sometimes after projectile was destroyed

================================

v0.1 to v0.2:

Added:

-Bio Rifle primary (and secondary) projectile and effects (smoke and particles)
-Seeking rocket projectile for Eightball
-Grenade projectile for Eightball (new smoke trail/explosion)
-Muzzle flash effect for Eightball
-HDFlakCannon (incomplete)
-HD Flak Chunks with trail effect (incomplete)

Removed:

-Old EightballHD class
-Old Eightball projectiles and effects using translucent unlit smoke
-some other effects or classes i didnt need anymore that we no longer being used

Changed:

-Projectile glows are now coronas. This includes but is not limited to: Stinger projectile glow & Bio gel glow
-Lighting on rocket projectile brightened
-Lighting on bio gel projectile brightened, radius decreased slightly
-Rocket explosion lensflare changed
-Stinger projectile shards more bouncy

Fixed:

-Spark trail on rocket projectile disappearing suddenly after 3 seconds (lifespan was set accidently due to being subclassed from another emitter)
-Rocket projectile glare/corona not aligned properly to flame
-Rocket projectile flame offset to align with projectile correctly
-Rocket smoke and spark trail visible under water
-Rocket explosion not working under water (emitters wouldnt render in other zones)
-Particle effects hanging after projectile was killed in some cases (emitter's now kill themselves if owner (projectile) is destroyed

================================
END OF LINE
================================
Last edited by Shivaxi on 11 Mar 2014, 19:29, edited 12 times in total.
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Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

Z-enzyme
White Tusk White Tusk
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Subject: Re: [U1 227] Unreal HD Weapons (work-in-progress)

Post Posted: 30 Jul 2012, 22:43

Umm, are you going to include new models and textures? If so, I was thinking (and even made some steps to it) about doing so, so I might be of a help here.

User avatar Shivaxi
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Subject: Re: [U1 227] Unreal HD Weapons (work-in-progress)

Post Posted: 30 Jul 2012, 23:36

UPDATE:

July 30th, 2012:

Currently as it stands, I have the Stinger and Eightball re-made. Stinger is pretty much 100% complete while the Eightball is fairly close. Both have been re-skinned (to an extent) with glow / lighting effects added (screenies coming soon). Both also have new projectile and particle effects, all of which will be described below.

STINGER:

click for hi-rez





added:

-new skin (plus glow)
-projectile glow
-projectile shards

changed:

-projectile lighting (brighter)

EIGHTBALL:

click for hi-rez





added:

-new skin (plus glow)
-new rocket trail effect (velocity dependant smoke)
-new explosion effect / glow / lighting

changed:

-smoke darker/greyer to look more like smoke and not steam (this has always bugged me for a while)
-emitters optimized to be more fps friendly
-explosion sound

KNOWN ISSUES/BUGS: (so far)

-particle effects are unlit
-weapon glow overlay texture does not work on first person or third person mesh, only on pickup mesh so far
-firing many rockets may cause a severe drop in fps...needs (more) optimization


Also, just to be clear about the skins, I simply took the originals and sharpened them up a little (now at 512x512) and added the lighting and glow effects, so they are not complete re-made skins (yet anyway). I don't know whether this is permanent or temporary. If someone would like to help me completely re-skin the old models, speak up! ;)
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Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar Mister_Prophet
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Subject: Re: [U1 227] Unreal HD Weapons (work-in-progress)

Post Posted: 30 Jul 2012, 23:52

When I beta tested Zephon the server I played on was using a mutator that swapped all the Unreal weapon skins with highly detailed S3TC variants. I never asked Whirl Wind Wabbit where those skins originated and I haven't seen them since. They certainly left an impression and I very much like the idea of things like this being available. I've seen some very impressive things on the OldUnreal forums concerning redoing the HUD in Hi Res and even some improvements on Unreal pickups. You should join forces :o

I haven't seen anyone tackle the projectiles yet, so that's certainly pretty cool to see. The stinger skin with the lights reminds me of the one UA made for RD.

UB_
Nali Priest Nali Priest
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Subject: Re: [U1 227] Unreal HD Weapons (work-in-progress)

Post Posted: 30 Jul 2012, 23:55

Mister_Prophet wrote:When I beta tested Zephon the server I played on was using a mutator that swapped all the Unreal weapon skins with highly detailed S3TC variants. I never asked Whirl Wind Wabbit where those skins originated and I haven't seen them since.


3's server. All weapons and decos have Hi-Res skins.
ImageImage

User avatar Shivaxi
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Subject: Re: [U1 227] Unreal HD Weapons (work-in-progress)

Post Posted: 30 Jul 2012, 23:55

@Qtit: Models no. Textures yes. My texturing however is limited and cannot model...your help would be greatly appreciated =)

@Prophet and/or UBerserker: If you can find those high res textures and if I am allowed to use them, I'd gladly implement them into HD Weps...as I dont think I have the time nor skill to re-do the textures from scratch...which is really what needs to be done...not just a quick polish up like I am...but its the most I can do right now.

@Everyone else: I'm contemplating whether or not I should release a pre-alpha version and so on (continue to release test versions with every update or so) in order to get feedback and testers...and also because I just want to get this out there asap =P. What do you guys think? alpha and beta test versions or wait for final release? Perhaps I will start a poll...
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Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar Mister_Prophet
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Subject: Re: [227] Unreal HD Weapons (work-in-progress)

Post Posted: 31 Jul 2012, 00:07

Awesome UB, thanks. Do you know who made them? Maybe Shivaxi can contact them.

EDIT:
Depending on how this develops (I've seen other HD projects build momentum and then...stop) I'd be willing to lend the RD Stinger skin to the heap, as I am not currently using it.

Image

User avatar Shivaxi
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Subject: Re: [227] Unreal HD Weapons (work-in-progress)

Post Posted: 31 Jul 2012, 01:12

Mister_Prophet wrote:Awesome UB, thanks. Do you know who made them? Maybe Shivaxi can contact them.

EDIT:
Depending on how this develops (I've seen other HD projects build momentum and then...stop) I'd be willing to lend the RD Stinger skin to the heap, as I am not currently using it.

Image





Hells yeah! \o/ erhem...i mean...why thank you kindly good sir...that would be much appreciated *top hat*
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Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

UB_
Nali Priest Nali Priest
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Subject: Re: [227] Unreal HD Weapons (work-in-progress)

Post Posted: 31 Jul 2012, 01:14

I will try asking 3 in the next days if I find him online.
ImageImage

User avatar Shivaxi
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Subject: Re: [227] Unreal HD Weapons (work-in-progress)

Post Posted: 31 Jul 2012, 01:15

Thankyou UBerserker...any help is much appreciated.

EDIT:

Small Update:

-added new flame emitter particle effect with lensflare
-added spark explosion effect
-added sparks to the flame effect

click for hi-rez





Also fixed a ton of bugs regarding rockets not exploding under water and smoke trail dissapearing as it entered water or another zone due to the way emitters render in different zones...had to disable bstasis and bnoupdateoninvis...works fine now...and fixed smoke and sparks showing up in water zones...acts much more realistic now...

Oh and on a further note...seeing how the poll is going and just from my own desires...an alpha test version will probably be released tonight or tomorrow sometime this week. Keep a look out and please be sure to report any bugs or whatnot! I'll take ideas, criticism, bug reports, compliments, insults, flowers or fruit...and most of all pie...

EDIT 2: I'm not sure whether I should do a video or not first before releasing a test version
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Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar Gizzy
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Subject: Re: [227] Unreal HD Weapons (work-in-progress)

Post Posted: 31 Jul 2012, 13:03

Shiv, buzz me on Skype or something when you see this, I have an idea for some of these emitters for something I'm making >:D

redeye
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Subject: Re: [227] Unreal HD Weapons (work-in-progress)

Post Posted: 31 Jul 2012, 17:35

I can only hope if they work for oldskool in UT. or stock Unreal
Just ban everyone

User avatar ividyon
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Subject: Re: [227] Unreal HD Weapons (work-in-progress)

Post Posted: 31 Jul 2012, 18:27

redeye wrote:I can only hope if they work for oldskool in UT. or stock Unreal

You could avoid having to 'hope' by actually reading the thread before posting. :shake:
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