Author : jdvi


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Lee3dee's Avatar
Old (#51)
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.
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animeboyz's Avatar
Old (#52)
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 :-(
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pior's Avatar
Old (#53)
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.)
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Slaught's Avatar
Old (#54)
I think they´re used with the taunts.
"I dont believe in Triangles"
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Showster's Avatar
Old (#55)


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 [img]/images/graemlins/smile.gif[/img].

Greg
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Slaught's Avatar
Old (#56)
Z: -51
Roll: -90
To be exact. [img]/images/graemlins/grin.gif[/img]

Nice work showster!
"I dont believe in Triangles"
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Showster's Avatar
Old (#57)
Thanks slaught,

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

http://www.ut40k.planetunreal.gamesp...tutorial_1.htm

Have fun

Greg
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Davision3D's Avatar
Old (#58)
Here is the final of my Zombie Head
I made a lot of changes


Mirrors:
http://download.beyondunreal.com/fil...zombie_ut3.zip

First UT3 Model at Skincity [img]/images/graemlins/smile.gif[/img]:
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! [img]/images/graemlins/wink.gif[/img]


The Weapon Tutorials seems quiet easy, maybe i should try it [img]/images/graemlins/smile.gif[/img]
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Cojax's Avatar
Old (#59)
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 =)

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pior's Avatar
Old (#60)
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
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EvilEngine's Avatar
Old (#61)
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!
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Davision3D's Avatar
Old (#62)
@ 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
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pior's Avatar
Old (#63)
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.
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katana's Avatar
Old (#64)
Anyone know what the polycount is for full characters in UT3? ...and how does that compare to UT2k4?
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leilei's Avatar
Old (#65)
roughly 7000ish

ut2k3/4 was mostly 3000-4000
fine. If you don't want me to do art, then I won't.
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katana's Avatar
Old (#66)
Thanks...I figured the count was quite a bit higher with the new engine...back to work I guess.
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Lee3dee's Avatar
Old (#67)
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.
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adam's Avatar
Old (#68)
Ok so HERE 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!
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Showster's Avatar
Old (#69)
Nice idea adam, I'll use that on my stuff when I make something decent [img]/images/graemlins/smile.gif[/img].

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

Cheers

Greg
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Neox's Avatar
Old (#70)
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
bonus vir semper tiro.

Steffen 'Neox' Unger
It's Airborn Baby!

freelance 3d artist
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Aloscha's Avatar
Old (#71)
Is this site legal? Did they have all rights?
This tutorials are from the Bonus DVD.
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Davision3D's Avatar
Old (#72)
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.
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Waz's Avatar
Old (#73)
A little bit of a SDK for the UT3 pack including Adam's .txt, the XSI scene file and the Photoshop file.



Download: ut3_goggles.rar
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Neox's Avatar
Old (#74)
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?
bonus vir semper tiro.

Steffen 'Neox' Unger
It's Airborn Baby!

freelance 3d artist
for hire
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Lee3dee's Avatar
Old (#75)
don't know if anyone saw this, but on gametrailers someone posted the entire UT3 modding DVD
http://www.gametrailers.com/player/u...es/147340.html
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