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adam
12-16-2007, 03:43 PM
Post your UT3 pack contributions here. Ask question, get answers, make something beautiful and useful.

And..... go!

Here's the original post for anyone wondering what the heck this is all about:
http://boards.polycount.net/showflat.php?Cat=0&Number=254448&page=0&vc=1#Post2 54448

pior
12-16-2007, 08:33 PM
Hmmm not quite sure if the following truly belongs to PnP but I thought I'd share the results of my reference hunting.

materials in Roboblitz UEd3, fast and easy (http://www.roboblitz.com/RoboBlitzEditorWiki/index.php/Creating_and_Applying_Materials_to_Static_Meshes)
Hourence material tutorial (http://www.hourences.com/book/tutorialsue3mated.htm)
ini tweaks - useful for screenshots (http://forums.beyondunreal.com/showthread.php?t=191933)
UDN UT3 mods page - incl. folders and naming conventions (http://udn.epicgames.com/Three/UT3Mods.html#Custom%20Content)
UDN ActorX for 3DSMax (http://udn.epicgames.com/Two/ActorXMaxTutorial.html)
UT3 character models structure (http://forums.beyondunreal.com/showthread.php?t=192477)
Custom character tutorial (http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/UT3_Character_tutorial_1.htm)
UT3 Xan custom character model (http://utforums.epicgames.com/showthread.php?t=591657)

Hope it can get stuff started. Also the CE video tutorials are a great resource esp for advanced material nodes - covers emmissive textures, fresnel efects aso.
Also, make sure to check the necris guys armor in editor. These meterials have cubemap reflections, fresnel shaded skintones and others all in one node setup. Nice!

Besides I have a question. When I fiddled with Roboblitz some time ago a special sky/fake GI light was available. Now in the UT3 version of the editor only pointlight is accessible. Is it hidden someshere else? Also if someone knows a good testmap to throw static meshes meshes in it'd be great. I am curious to see something similar to the GoW headshots that epic released a couple years ago. With dynamic shadows!

adam
12-16-2007, 08:41 PM
Anyone willing to host the CE videos? There's gigs worth...

dom
12-16-2007, 09:04 PM
This guy has some of them uploaded at gametrailers

http://triggz.gametrailers.com/gamepad/index.php?action=fanmovs

dom
12-16-2007, 09:50 PM
I fixed up a quick head basemesh for anybody who needs one. It's pretty hi-res so might be best to adjust the base level to the right proportions you want before subdividing.

No UVs. There's an OBJ file and I also included a ZTL file with eyeballs.

http://www.dominicqwek.com/download/dombasemesh_02.jpg

http://www.dominicqwek.com/downlaod/dombasemesh_02.zip

pior
12-17-2007, 02:28 AM
Regarding materials I now have a shader with colorizable rimlight, fake sss and hopefully other fancy things soon. Will post it later if anyone interested. Here with 512*512 maps two default lights and one Roboblitz skylight.

http://img.photobucket.com/albums/v242/pior_ubb/utsnake.png

Wooo.

adam
12-17-2007, 03:59 AM
pior, post away!

It would be neat if this 'UT3 pack' included not JUST 3D greatness but shader magic as well.

Ozymandias
12-17-2007, 09:38 AM
I won't have time to get started until after the 1st of the new year, but I will be getting started then. This sounds like a lot of fun to me.

Jesse Moody
12-17-2007, 10:16 AM
I should be able to contribute some tutorials over the xmas break.

Emil Mujanovic
12-17-2007, 03:16 PM
Thanks for the basemesh, dom. Will have to have a sketch with that in mudbox over the Christmas break.

Pior, you're a Maya guy right? I haven't really done much research in regards to bringing in characters into the UE3 as of yet. Was just curious what kind of exporters/importers you used (if this info is in links you posted above, then disregard my question and I'll be sure to read through them during the Christmas break).
Shader stuff would be great too, dude!

Jesse, anything you got to contribute, man, I'm sure would be a great help.

Now to just make some time and actually open the editor and watch through all those VTMs. Then get to making some art!

-caseyjones

struve
12-17-2007, 05:25 PM
We should get all our DomWar guys together in one large Character pack. It would be a new class called Polycounters or something.
Also you guys are welcome to any of the models on my site for this, just let me know what you want.

Jesse Moody
12-17-2007, 05:47 PM
[ QUOTE ]
We should get all our DomWar guys together in one large Character pack. It would be a new class called Polycounters or something.
Also you guys are welcome to any of the models on my site for this, just let me know what you want.

[/ QUOTE ]

Could be cool unless there are multiple rigs that need to be made and thus multiple animations.

struve
12-17-2007, 06:06 PM
I think it would involve lots of skinning and costume animations for characters that are off the wall. Most of them from what i remember would work with the existing rig.

IronHawk
12-17-2007, 08:08 PM
I'll be working on a set of terraced cliff faces that are modular and can be used to do levels similar to the way the nwn1 editor worked. Seems like it would be useful for the mod community for mapping and also a good exercise for me.

adam
12-17-2007, 09:38 PM
Ha! The DomWar 2 characters sounds like an awesome start /images/graemlins/wink.gif

Davision3D
12-18-2007, 10:37 AM
Heres are some screens of my Zombie head in the game:
http://www.daxx-web.de/bilder/zombiescreens.jpg
Only the Diffuse and the Normal textures are working ingame, the other textures are only see able in the character customization, if someone figures out how to make all textures work ingame please let me know.

cholden
12-18-2007, 10:55 AM
awesome stuff, gang!

I'm planning an UT3 map. I've started making some materials (see below), and have UT3, but need a new pc to do anything with it.

http://chrisholden.net/drender02.jpg
quick render in max ("I have 100 of the same book," says the wizard.)

Showster
12-18-2007, 03:50 PM
http://rol.planetquake.gamespy.com/palacemegs.JPG

Nice stuff guys! Can't wait to update this and nail the export process. /images/graemlins/cool.gif

moose
12-18-2007, 04:09 PM
[ QUOTE ]
Besides I have a question. When I fiddled with Roboblitz some time ago a special sky/fake GI light was available. Now in the UT3 version of the editor only pointlight is accessible. Is it hidden someshere else? Also if someone knows a good testmap to throw static meshes meshes in it'd be great. I am curious to see something similar to the GoW headshots that epic released a couple years ago. With dynamic shadows!

[/ QUOTE ]

in the ActorClasses Browser, go to Light > Skylight.
Select it, click in a viewport, hold A, and click... whammo! Or you can select it, right click, and add actor, whichever floats your fancy /images/graemlins/smile.gif There are Spotlights, Point Lights, and Directional Lights there. If you expand the class, and select the "moveable" you'll get a dynamic light.

Adjusting the properties of the light and mesh to cast dynamic shadows, and increasing the shadow properties will also get cleaner shadows.

katana
12-18-2007, 05:01 PM
boy they really improved unreal ed...I saw the game in target tonight, but like other's have echoed...I'm gonna need a better comp for it...

vahl
12-18-2007, 06:32 PM
http://wip.global-illusions.com/Domwar2/Deria_UE3-02.jpg

rooster
12-18-2007, 06:40 PM
nice work davision /images/graemlins/smile.gif

bounchfx
12-18-2007, 07:14 PM
sweet vahl. playable? /images/graemlins/smile.gif

moose
12-18-2007, 08:38 PM
badass!

pior
12-19-2007, 12:38 AM
Okay some more info. If you want to use existing Epic content as a guide for your own, esp for shader authoring you will notice that its locked. You can create a copy of an existing package under a new name and call it your own but it will not let you import static meshes to it aso.

Workaround :
http://utforums.epicgames.com/showthread.php?t=585462

Basically :
-Duplicate the desired package, ie coolepicpackage.upk, to a new file. Exemple : mypackagerocks.upk
-Open mypackagerocks.upk
-Go to the log tab in the generic browser
-Type in :
obj savepackage file=blargh package=mypackagerocks

Package is now unlocked.

Vailias
12-19-2007, 03:43 AM
rockin info you're linking Pior.
Once the custom faction issues are sorted it will be great to add in new chars.

also
http://i36.photobucket.com/albums/e28/vailias/NewNecris/HeadSculpt1.jpg
eventually going to be the head of Necris Brock from UC2. I dug the concept a lot.. and I've got a good deal of work to do on him before he's the real deal. darn necris concept face having so little topological clues. oh and yay for maya's mesh sculpting tools, now I don't need mudbox hehe.

adam
12-19-2007, 08:26 AM
One thing I was talking to pior last night about was giving this pack some sort of purpose. If someone gets a bunch of random art in a zip file that won't be exactly useful.

Since we all agree that'd we like to NOT theme this in any way and just do our thing how about this:

We, as the individual creator of each asset within the pack, write a little something up for what it took to make the asset they're seeing. We could talk about: Applications used, time it took, inspiration, any lumps/struggles faced while getting it in the engine, and so on.

This way whomever does take the pack has something to LEARN from, if just a little bit.

What do you guys think? If we'd like to do that I can do up a quick word doc template for everyone to fill in whenever they're finished something to include in their package.

Motz
12-19-2007, 09:26 AM
Not sure what UT3 uses in the way of installers (2k4 used .utx), but I write SMS/SDO MSI based installers for part of my living. If needed, I could package the character pack for installation/uninstalling with any customizations required under the sun.

AB, would the technical portion for the write ups be static, since everyone will be following the same export/in-game setup? If so, a tutorial documentation repository would be nice to include with it along with the art-based write ups. Maybe a video etc.

Vailias
12-19-2007, 01:16 PM
AB: good idea.
Motz: That would be cool too. There isn't a specific installer package, like the UMODS for ut2k4/3/99. However an automated installer would be beneficial, especially once the script side issues have been sorted out.

Jeremy Wright
12-19-2007, 01:50 PM
Vahl just made me piss myself

Motz
12-19-2007, 02:22 PM
[ QUOTE ]
AB: good idea.
Motz: That would be cool too. There isn't a specific installer package, like the UMODS for ut2k4/3/99. However an automated installer would be beneficial, especially once the script side issues have been sorted out.

[/ QUOTE ]

I can handle text/script parsing, for example, find the next free line in an INI/txt file and write character info there etc, check to see if the char package already exists from a previous install, if so update it blah, update exsisting scripts/merge, patches yadada. I write about 15 of these a week, so it's no big deal, least I can do.

Hell, it could be graphical and allow the end user to install each character separately/include/exclude certain options etc.

Davision3D
12-20-2007, 03:46 AM
That would be great Motz!

adam
12-20-2007, 11:08 AM
fyi: The pack isn't just characters.
So the installer could be catagorized.

The integration to Unreal 3 may be static, but could still be documented. Any hiccups hit along the way, and such...

dom
12-22-2007, 03:29 AM
i was going to post a link to a tutorial but realised pior already had it in his list. oh well, im heading off to shanghai for holidays , when i get back next year i'll dive more into ue3

Davision3D
12-23-2007, 06:52 AM
I made a nasty Zombie Head and imported it into UT3, it can be used for the male IronGuard and Ronin Factions.

screenshots (http://www.daxx-web.de/bilder/zombiescreens.jpg)

It looks much better in character customizations then ingame, some of the textures wont work ingame and it seems that they get downsampled a lot. Would be cool if at least the specular would look ingame like it looks in character customizations... i blame epic! /images/graemlins/wink.gif
Its still beta, i hope i can make some improvements later.

Here is the file:
http://files.filefront.com/Zombie+Beta+09zip/;9309199;/fileinfo.html

pior
12-23-2007, 08:27 PM
Hehe nice of you to post it here Davision! I didn't look at your file yet but the spec not behaving well might come from a material not instanced/parented to the correct base shader. Did you use Base_02 as a parent? If I understand the engine properly a completely custom material assigned to a bodypart won't display properly ingame since a complete character made out of bodyparts, helmet, googles aso needs to call a single parent shader (with the exeption of the character customization screen where the shaders and textures are not merged together). Someone correct me if I'm wrong.

I went the custom head route too and got it to work yesterday. I wrote up the detailled process while doing it, more like a memo than a tutorial but I'll post it soon anyways, might be of some help.

Also I totally agree with the idea of including some howto text with the custom assets.

BTW thanks Moose for the info about that light I missed! Got it now :P And I just found how to create custom physics assets, just a matter of right clicking the skeletal mesh icon to derive a physics assets from. Too bad these seem to be linked to factions tho... Can't get a custom physics asset to work on a custom IronGuar character/bodypart.

Anyways! Time to start on a full character!

pior
12-24-2007, 12:58 PM
http://pioroberson.com/files/pior_uthead_wincollage.jpg

UT3 Custom Head Tutorial (http://pioroberson.com/tuts/tut_ut3_custom_head_model.htm)

Wooo!

diZzyWalnut
12-24-2007, 06:46 PM
eh oui - Pior's tuto is here -
Merry Christmas.

Thanks

Renaud Galand
12-24-2007, 07:49 PM
thx Pior ! Your custom head rox, btw /images/graemlins/wink.gif

animeboyz
12-24-2007, 08:05 PM
Pior you are a god!

http://www.jakeart.com/UT3CharSelect.jpg
Thank You!

Vailias
12-24-2007, 08:23 PM
Per:"I still have to check if one can have a custon head pointing to a necris material, but part of the Ironguard faction. "

Yes you can. I've done the equivalent with EvilEngine's Xan model (put it in a number of different families)

also the FBX files won't import 100% export friendly for maya so heres a working maya 7 version of the Ironguard skel for use
Skeleton (http://www.vailias.com/Misc/MaleSkelFixed_M7.zip)
It is in maya ascii format so should be easily backward convertable as it is just bones and materials.

SyaPed
12-24-2007, 11:08 PM
Thanks Pior! Was waiting for a nice tutorial like this.

Just in case someone else has this problem. I had to put the .upk file into the installation directory of the game, not into 'my documents'. Otherwise the game would crash.

animeboyz
12-25-2007, 02:27 AM
I had that same problem too SyaPed. Glad to know I wasn't the only one /images/graemlins/laugh.gif

Davision3D
12-25-2007, 12:11 PM
Very good tutorial pior!

I based my Material on the "Ironguard Base".
I know now that all materials get downsampled, you can see that at the bottom of the UTCustomChar.ini. The BodyMaxTexSize is set to 1024 and the HeadMaxTexSize to 512, that can be changed to 2048 and then it will look better, but i dont think it looks like 2048. 512 and 2048 is huge difference! Sure its hard to notice while you shot at it but i think that is something very disappointing when you look at the high res screenshots of epic!

I read your Tutorial, is there reason for setting the LODBias of the normal map to 2? What does LODBias mean?

If you find out how to make reflection and transmission work ingame let me know. /images/graemlins/smile.gif

Where can i Download your head?

SyaPed
12-25-2007, 02:56 PM
Got a head ingame. Something looks a little off though :P But when I try and edit the .ini file to get my head on a male body, the game crashes when I get into the customize character menu /images/graemlins/smirk.gif
http://www.syaped.com/Misc/ngamesct.jpg

pior
12-25-2007, 06:57 PM
Vailias : Doesn't it only work (as in ingame - not talking about the special cas of the character customization screen) if all the custom parts are displayed at once ie not mixed with existing faction bodyparts? I know that everything seems to behave well if only 'classic' texture slots like diffuse, spec, normal and emissive are used with default numerical values. But I tried the following with no success :

Base Necris parent
>Common necris material
>Fancy IM material

The 'fancy material' used custom reflection and fresnel maps yet followed the parented necris structure (since it links to it) and numerical values. Yet the custom textures didnt show up in the game even if all displayed bodyparts of the character used that shader (did a quick stickman just for the sake of the test)

I think I also tried the following with no success (not sure of the structure, been some time now) :

Base All
>custom material
>custom IM material,

assigned to a custom head. But since it was not a complete custom body I can understand that the shader was overriden by the one from other bodyparts. I wonder what factor decides which subshader to keep and which one to override.

I know that when I tried to mix the Xan bodyparts to other part of the faction he is part of I ended up with a different visual result (ie less shiny) than when using the Xan parts alone.

Now I want to create a completely custom parent material to see how it behaves once applied to a full custom character... Tricky stuff.

David, sorry I don't remember exactly about the Lodbias :P I guess I saw that on another bodypart and replicated it! Sorry again it's more notes than a real tutorial... Also thanks for the downsampling info, I guess it can be mentionned in readmes if the end user wants a crispier result. As for the transmission I don't know ! I did not test that yet /images/graemlins/smile.gif Is it even working on stock characters?

adam
12-25-2007, 08:57 PM
Hey hey, just popping in to say a couple things:

I'll have the little document ready (.doc is ok for everyone I assume?) within weeks of the new year.

I'm going to try and get the environment prop wagon off to a start seeing as how heads are up and rolling well. (We need variety!)

Question about custom head models: Does UT3 do facial animation? If so do cusotm heads work for this?

:P

Showster
12-26-2007, 01:04 PM
Hi all,

I'm plugging away with the character information around, but I'm getting some pretty mixed results.

http://rol.planetquake.gamespy.com/utgoesnuts.JPG

Thats what I have so far, I'm hoping its just a skeletal issue I can sort out but no really luck so far. Anyone else having any bizzare character issues like this one?

EDIT - Sorted the problem, was my rig /images/graemlins/smile.gif

Greg


model source thus far http://rol.planetquake.gamespy.com/megsutsource.zip

animeboyz
12-26-2007, 02:39 PM
I spent my time today trying to import a one piece mesh. I got him in. I moved around joints from the standard human rig to fit him, so when I play as him the animations aren't perfect.

In the character selection screen my character appears all stretched out and mangled, but in game he looks pretty good just like he does in the editor. Wierd, no?

Showster
12-26-2007, 03:16 PM
One piece mesh? how did you do the custom ini for that animeboys?

My megs seems to play okish ingame apart from being rotated 90 degrees the wrong way but it doesn't show any of the character select screen bugs. UT3 is a strange one :-D

Lee3dee
12-26-2007, 04:06 PM
drew out a Polycount UT3 CTF map today, collecting ideas etc, seeing where all the appropriate static meshes are that i can use.

Its going to start life out as bsp so I can get the gameplay flow down. I'll be posting my process with occasional map downloads for testing and feedback. I may need some models if anyone is interested when i get towards the geometry pass stage.

animeboyz
12-26-2007, 04:17 PM
well, I did it kind of dumb :-( (and I really REALLY need to change my account name ... I haven't been called animeboy since highschool :-| )

I just declared my pieces all as the same mesh. So my head, my, boots, my arms, ect are all the same piece of geometry. The problem to doing this, is you have like ... 8 instances of your character ontop of each other and the material gets really REALLY bright, and if you have an extremly complex character you'll probably make the game go in the fritz.

The other way to do it,

Create 2 animation packages. 1 that is your model skinned to a rig, and another that's 1 triangle skinned to your rig. Just have your head declared as your head, and have the "dummy triangle" declared as the other 7 pieces.

The I really haven't had too much luck with the second method ... When I went into the game, I wouldn't be playing as my custom character. Sometimes he does shoe up, but 10% of the texture doesn't show properly ...

edit: I think the material is all on my end though. I haven't set up my UVs and texture sizes to match UT3's system.

edit2: yeah the second method works. I just squished my characters UVs and used the top half of a 2048 X 2048 texture and my material displayed correctly. The withdrawl is that you basically have 2048 X 1024 pixels of space your entire character :-(

pior
12-26-2007, 06:38 PM
Adam from what I have seen so far so-called cinematics characters support facial animation through facefx assets. However I don't think they are used during match and it's also good to note that even if some of them are available in the editor they are likely to never show up in realtime in the game since all the ingame cinematics have been rendered as videos anyways. Like if you open all the packages in the editor you'll find a couple cinematics characters but only the head texture and the body material for Malcolm, not his meshes.

Cool that Epic left a couple in the packages still (I suspect these are here because they define the body ragdoll/physics parameters, something that split appart charater bodyparts are linked to somehow. Just a guess.)

Slaught
12-27-2007, 12:10 AM
I think they´re used with the taunts.

Showster
12-28-2007, 05:23 AM
http://rol.planetquake.gamespy.com/UT_Megs.jpg

Ingame http://rol.planetquake.gamespy.com/UT_Megs2.jpg

Did a huge amount of fixing, now have to fix my uvw's for the UT 3 engine and then fix up my model. Geodaves export tutorial is pretty damn cool.

The one thing I found is that you have to rotate each mesh part -90 degrees and then lower them about -50 ish units in the UT3 editor. I guess its something to do with max file / rig that epic gave us. So if your model runs sideways like mine did just use the above coords /images/graemlins/smile.gif.

Greg

Slaught
12-28-2007, 05:53 AM
Z: -51
Roll: -90
To be exact. /images/graemlins/grin.gif

Nice work showster!

Showster
12-30-2007, 02:42 PM
Thanks slaught,

Geodave updated his tutorials on UT3, with this custom weapon tut.

http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tuts/UT3_Weapon_tutorial_1.htm

Have fun

Greg

Davision3D
12-30-2007, 03:27 PM
Here is the final of my Zombie Head
I made a lot of changes
http://www.daxx-web.de/bilder/zombienew2.jpg

Mirrors:
http://download.beyondunreal.com/fileworks.php/skincity/ut3/zombie_ut3.zip

First UT3 Model at Skincity /images/graemlins/smile.gif:
http://skincity.beyondunreal.com

Online play works, it seems that a new map needs to be started before all can see the model.

Most of the Headgear wont look good on him because his shape is much different from the normal heads and the head is more placed to the front.
I think he needs no Headgear, his beauty needs to be shown! /images/graemlins/wink.gif


The Weapon Tutorials seems quiet easy, maybe i should try it /images/graemlins/smile.gif

Cojax
12-30-2007, 09:07 PM
Having fun in UE3. Dont know if I want to make a level or just a scene yet. Still very much a WIP though. Some awesome stuff on this thread though =)

http://www.geoff-hill.com/images/portfolio/3d/romeUE3_01.jpg

pior
12-31-2007, 10:42 AM
Davidson, you left the 'blocked:true' tag in some of the head lines! I guess that was in order to have the special characters unlock along with their zombie versions but I had all the stock characters unlocked and when I installed your custom head, it wouldn't appear! Had to change the line myself :P

EvilEngine
12-31-2007, 08:35 PM
Good stuff here, this game needs more custom content badly. I wish Epic would remember us PC users more often , but it shows how resourceful we are when it comes to making cool stuff.
Keep up the good work guys and gals!

Davision3D
01-01-2008, 05:23 AM
@ pior
The last 8 Characters in the code are only Bots, so you could play against a whole Zombie Team. The 2 namend "Zombie" are for player selection. But i dont know what you did wrong that they didt appear? :P

pior
01-01-2008, 11:02 AM
Oh okay! I don't know I just picked one line since I only wanted one zombie, turned out I picked a bot one :P I edited it anyways hehe.

katana
01-04-2008, 12:46 PM
Anyone know what the polycount is for full characters in UT3? ...and how does that compare to UT2k4?

leilei
01-04-2008, 01:19 PM
roughly 7000ish

ut2k3/4 was mostly 3000-4000

katana
01-04-2008, 04:05 PM
Thanks...I figured the count was quite a bit higher with the new engine...back to work I guess.

Lee3dee
01-05-2008, 09:54 AM
you can also check out the UT3 sample characters on the udn mod website
http://udn.epicgames.com/Three/UT3Mods.html

look for the max files at the bottom of the page.

adam
01-07-2008, 10:20 PM
Ok so HERE (http://eonix.shackspace.com/pcount_ut3pack_ASSET_NAME.txt.txt) is the .TXT I was talking about that we should try and use for EACH ASSET one of us makes.

Please fill in the requested information to the best of your ability. If we can make the UT3 pack as informative/educational as possible the better so please offer up as much info as possible in the creation notes!

Thanks!

Showster
01-14-2008, 05:51 AM
Nice idea adam, I'll use that on my stuff when I make something decent /images/graemlins/smile.gif.

I've uploaded a free video tutorial on getting characters ingame. You can get it from 3d-palace.com /images/graemlins/smile.gif

Cheers

Greg

Neox
01-14-2008, 05:06 PM
did anyone already posted this?

http://www.utforge.com/index.php?page=31

for those who didn't buy the collectors edition i guess...

damn i wish there would be more information about the material editor

Aloscha
01-15-2008, 11:12 AM
Is this site legal? Did they have all rights?
This tutorials are from the Bonus DVD.

Davision3D
01-18-2008, 05:32 AM
How to create mod custom character .ini data the right way:
http://utforums.epicgames.com/showthread.php?t=598071

Mysterial also says that Custom faction support is coming in the next patch! That will hopefully make everything about characters, like materials shader and animations, mod able.

Waz
01-18-2008, 12:59 PM
A little bit of a SDK for the UT3 pack including Adam's .txt, the XSI scene file and the Photoshop file.

http://justin.kics.bc.ca/uploads/2008/01/ut3_goggles.jpg

Download: ut3_goggles.rar (http://justin.kics.bc.ca/uploads/2008/01/ut3_goggles.rar)

Neox
01-18-2008, 01:54 PM
if my link is against the rules, please remove it.

Ok i've got a little problem. everytime i'm starting the Ued i have to reimport all my textures because the shader displays it only like a 512 map but it is actually a 2048, so is there a way to just preserve the initial settings?

Lee3dee
01-18-2008, 04:27 PM
don't know if anyone saw this, but on gametrailers someone posted the entire UT3 modding DVD
http://www.gametrailers.com/player/usermovies/147340.html

praetus
01-20-2008, 01:59 PM
Having some trouble importing this head here.
http://www.mikebarrington.com/images/Boards/Unreal001.jpg

and all I get is this. As far as I can tell I've been following Pior's Tutorial pretty closely. It's odd to me that I can get everything to show up in the editor fine but in game. It makes me think maybe my code is wrong?

http://www.mikebarrington.com/images/Boards/Unreal002.jpg
<font color="orange"> Part Text </font>
Parts=(Part=PART_Head,ObjectName="CH_Elizabeth_Female.Mesh.SK_CH_LizFace_Female_Head 01",PartID="Z",FamilyID="IRNF")
<font color="orange"> Character Text </font>
Characters=(CharName="Elizabeth",Description="",CharID="Z",bLocked="false",Faction="Ironguard",PreviewImageMarkup="",
CharData=(FamilyID="IRNF",HeadID="Z",TorsoID="A",ShoPadID="B",bHasLeftShoPad=true,bHasRightShoPad=true,ArmsID="A",ThighsID="A",BootsID="A"))

Davision3D
01-21-2008, 04:45 AM
Looks right to me.
Did you check the log file?
C:\Documents and Settings\Username\My Documents\My Games\Unreal Tournament 3\UTGame\Logs

Slaught
01-21-2008, 10:08 AM
Most of the time it´s a simple typo in the name of the mesh for instance.
Especially with those long ass UT3 names that happens very fast...Check the names of your pack and your meshes. /images/graemlins/grin.gif

praetus
01-21-2008, 01:57 PM
Checked all my spellings and they seem ok. I found this error in the log however:

Log: FindPartSkelMesh: Failed to find/load part: CH_Elizabeth_Female.Mesh.SK_CH_LizFace_Female_Head 01

I don't get it though. All my upk files are in this directory.

C:\Documents and Settings\Michael\My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomChars\CH_Elizabe th_Female.upk

Thinking on trying a different file to see if I can load it up fine.

*And, I got Davision's Zombie head to work so it must be something with code or maybe my mesh. At least I know it's in the right directory. &gt;.&lt;

Vailias
01-22-2008, 12:34 AM
Sorry this took so long but at long last I've got a pack of skeletons that will export properly from Maya 7.0+ to UT3. positions and rotations included.

grab it here if you want it. (http://vailias.com/files/Unreal_3_Skels_Maya.zip)

DrElu
01-22-2008, 10:24 AM
Hey guys!
I'm very new to Polycount so this is my first post /images/graemlins/smile.gif
In order to contribute to the topic I wanted to show off my Skaarj model I did back in October 2007 which was a part of my Unreal Fanart.
Hourences told me you're working on a UT3 pack or something. Here is a render of the character. Hope you like it /images/graemlins/smile.gif

http://xs123.xs.to/xs123/08042/skaarjs303.jpg.xs.jpg (http://mitglied.lycos.de/mrelusive/skaarjs.jpg)

Now there is still one problem and I'm not sure if I should post this in the request section or not.
Since I'm very busy within the next months I won't have time to animate this guy for UT3. I already offered the model to ChaosUT but unfortunately they had to pass because everyone is full of work.
So if someone here has some time and feels like helping me out bringing the char into UT3 I'd be very grateful /images/graemlins/smile.gif
I already rigged it in Maya but the skeleton doesn't seem to be UT3 compatible :/

If this type of request is misplaced, I apologize

edit: had to fix the image link

flaagan
01-22-2008, 10:45 AM
DrElu... niiiiiiice! /images/graemlins/ooo.gif

I was wondering when we'd get to see some Skaarj in UT3.

indian_boy
01-22-2008, 02:00 PM
DrElu
that
kicks
major
ass!!

awesomeness!

considered taking part in the dominance war?

Vailias
01-22-2008, 02:51 PM
DrElu: Word is custom factions are supported in the next patch, which is what is needed to use a totally custom skeleton and anims for UT3 currently.

So once the next patch hits I'm sure it will be easier to get this guy animated and in engine.

DrElu
01-22-2008, 02:59 PM
Thanks for the kind words!

Sorry. No Dominance War for me this year. I have very much work to do currently as well as time consuming studyings. Exams are coming up /images/graemlins/frown.gif

Edit: Ah! Thanks for the info, Vailias!

katana
02-07-2008, 03:32 PM
Character Text
Characters=(CharName="Elizabeth",Description="",CharID="Z",bLocked="false",Faction="Ironguard",PreviewImageMarkup="",

I would have thought you needed to close this line out with a )

Snowfly
02-11-2008, 05:37 PM
Sweet stuff going on here guys, looks like some of you are in the final stretch of getting characters and whatnot in game. Does anyone know of animation files, preferably .bip, that we can use as a base for the entire UT3 animation set for uniquely propotioned rigs?

Not important as I'll probably end up building around Epic's example models, just thought it would come in handy.

Neox
04-11-2008, 08:01 AM
I was dissappointed working on Airborn with having some sort of TF2 shading, only built upon Unreal 3s Phongshader, so i could only ramp the diffuse not really the shading and stuff, so i read the formula given in that paper ( http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf ) dozens of times and started rebuilding it with Unreal Nodes. If anyone knows how i could either read the upvector of a face or cut a fresnley in halfes, so i have only the sides facing upwards, that'd be really appreciated...

ok here we go

http://polyphobia.de/public/tutorials/TF2shading/001.jpg
http://polyphobia.de/public/tutorials/TF2shading/002.jpg
http://polyphobia.de/public/tutorials/TF2shading/003.jpg
http://polyphobia.de/public/tutorials/TF2shading/004.jpg
http://polyphobia.de/public/tutorials/TF2shading/005.jpg
http://polyphobia.de/public/tutorials/TF2shading/006.jpg
http://polyphobia.de/public/tutorials/TF2shading/007.jpg


hopefully it helps :)

now i can start tweaking it and play with the parameters and add other fancy ass effects :D

edit damn stupid image rule... ok more nect post

Neox
04-11-2008, 08:02 AM
http://polyphobia.de/public/tutorials/TF2shading/008.jpg
http://polyphobia.de/public/tutorials/TF2shading/009.jpg
http://polyphobia.de/public/tutorials/TF2shading/010.jpg
http://polyphobia.de/public/tutorials/TF2shading/011.jpg
http://polyphobia.de/public/tutorials/TF2shading/012.jpg
http://polyphobia.de/public/tutorials/TF2shading/013.jpg
http://polyphobia.de/public/tutorials/TF2shading/014.jpg

katzeimsack
04-11-2008, 08:11 AM
wohoo, looking forward to build some envs with this shader!
make something unreal, we're comming ;)

caseofchill
04-11-2008, 08:31 AM
I've been looking around for this engine, but I can't seem to find it. Is it only available if you buy the game?

Neox
04-11-2008, 08:37 AM
well you could buy a licence, but i guess buying roboblitz, gears of war or UT3 would hurt less :P

here's a full view of the shader, oobersli asked for it guess, it'l help the others too :)

http://polyphobia.de/public/tutorials/TF2shading/shader.jpg

Jeremy Wright
04-11-2008, 09:16 AM
That's really cool, Neox. I wanted to see the full view, too.

ironbearxl
04-11-2008, 01:02 PM
You put TF2 in my UTIII! Congrats man, that looks like some badassery there.

gamePat
04-11-2008, 01:41 PM
Awesome! I love this thread... seems like it's time for me to have a look at the unrealed ... again.

JordanW
04-11-2008, 03:09 PM
vector3 of 0,0,1
plugged into
Vector Transform set to WORLD
plugged into
Component mask set to B
plugged into
Constant Clamp


gives an upward facing mask :)

Neox
04-11-2008, 03:59 PM
thank you :)

oh and thanks for the constant clamp, removes some nodes i don't need when using this :)

Davision3D
04-11-2008, 04:56 PM
awesome neox!

TWilson
04-12-2008, 12:54 AM
Awesome work on the shader dude.

I have a pretty good feeling that we're not seeing how nice it is at all with the still frame shots. Probably have to see it in action to get the full effect.

BuSyMan
04-24-2008, 12:37 AM
@ DrElu: I sent you a PM about that Skaarj of yours :)

Frozan
04-24-2008, 07:00 PM
some props to throw off the character entourage.


http://www.shatteredmesh.com/08Website/Watertower/Watert_Render.gif