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[227] [UT] Alternate Pawns

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User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 28 Aug 2012, 14:22

I may have found a way to speed up the process. Get a batch exporter like this one: http://www.scriptspot.com/3ds-max/scripts/batch-exportimport

Using UTPT, extract all of the frames of a mesh into a single file. Import the *.3ds file into 3DS Max, then use the batch exporter to export each object into a separate *.obj file. I haven't edited any meshes with this method (I don't know much about 3DS Max), but the animations seem to work with OBJ loader and ActorX can export them.

Z-enzyme
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 28 Aug 2012, 15:13

3ds files don't have vertex animations so you might need to import 3ds files into Max one by one... Just like exporting them from Unreal in OBJ format. Won't work.

User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 28 Aug 2012, 16:38

You'd still be using individual *.obj files with OBJ Loader. Why would you have to import the *.3ds files one by one when you can just import the large file, export every object to *.obj files, and then use those? If the animation works with OBJ Loader and the mesh is successfully exported with ActorX, shouldn't this work? What am I missing?

Edit: I messed around with the slith mesh so that its tusks are different. The animations are completely fine in UnrealFX, UnrealNST, and Unrealed. This definitely works, although the scale/rotation might be off because I chose a small scale in ActorX.

Z-enzyme
White Tusk White Tusk
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 28 Aug 2012, 18:20

AlCapowned wrote:import the large file, export every object to *.obj files, and then use those?

Same thing.

User avatar SteadZ
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 28 Aug 2012, 20:39

Anything new coming our way soon Qtit?
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Z-enzyme
White Tusk White Tusk
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 28 Aug 2012, 21:01

Not really, I've got some work here and trying to get UComputer to work online.

User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 29 Aug 2012, 01:13

Qtit wrote:Same thing.


My point is that it should take less time than using 227 to export frames one by one.

Z-enzyme
White Tusk White Tusk
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 31 Aug 2012, 21:13

Delacroix wrote:Hooded Nali cultists.

Ha!

User avatar SteadZ
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 31 Aug 2012, 22:09

Would that just be an edited Nali, or would you be creating a completely new pawn.
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Z-enzyme
White Tusk White Tusk
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 01 Sep 2012, 10:40

I'd make a new model, maybe with a little bit different animations. If you give me some details I can code something additional or change something in the basic Nali code, but no way I'm gonna code a pawn from scratch.

User avatar Gizzy
Skaarj Berserker Skaarj Berserker
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 01 Sep 2012, 10:55

title of the thread is "altermate pawns"....dafuq

In related news, I'm loving these models! Are you modelling them using the stock models as a base to work from?

Z-enzyme
White Tusk White Tusk
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Subject: Re: [227] [UT] Alternate Pawns

Post Posted: 01 Sep 2012, 12:52

Why in the world no one noticed that type-o before? Thanks Gizzy.

What I basically do is I take a stock Unreal pawn, import it into 3D Studio Max with vertex animation (it's thanks to a script I've recently discovered which can import OBJ sequenced animation) and edit it's mesh and UV map, add or remove some parts, alter some parts and so on. So, no, I do not model them. I edit them.

Anyway, I'm glad you like it. Any propositions what I should do next? There's a queue:
Skaarj with Pirate hat and an eye-patch,
Armors for basic Unreal Player Pawns,
Skaarj Officers with cloaks and camo pants... Or whatever, I need to think about it,
Nali female and a child,
Nali hooded cultist...

Well, lot of work to tell the truth, but I like it.

User avatar SteadZ
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 01 Sep 2012, 17:40

Qtit wrote:I'd make a new model, maybe with a little bit different animations. If you give me some details I can code something additional or change something in the basic Nali code, but no way I'm gonna code a pawn from scratch.


I didn't think that you'd want to make a new pawn from scratch, but I wa thinking maybe that the Head of the Nali cultists could have some sort of powerful staff, like this:
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, and would maybe attack the player with it (when the Attitude to player is set to ATTITUDE_Hate).
Last edited by SteadZ on 28 Mar 2018, 12:27, edited 1 time in total.
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Z-enzyme
White Tusk White Tusk
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Subject: Re: [227] [UT] Altermate Pawns

Post Posted: 01 Sep 2012, 22:52

Well, I can do animations of a staff hit but coding it, it is entirely up to you...

User avatar SteadZ
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Subject: Re: [227] [UT] Alternate Pawns

Post Posted: 02 Sep 2012, 10:16

I was also thinking that from long range a bolt could be shot from the staff (like the Krall).

and the cloak could look like this:
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Last edited by SteadZ on 28 Mar 2018, 12:27, edited 1 time in total.
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