Steam~YouTube~Geforce~Mapping by Feuersturm
Just a small update to show I still care and still work on this little baby. Players might recognize this part. Hope that I cought the original atmosphere. Need to create the lighting for the basic geometry behind the door yet and decorate everything behind that spot.
Looks like the part where you hear the fight between the humans and the Skaarj.
Nice job on the materials/meshing M8!
I like playing with stuff!
We'd have to make a full model from EE's parts, in Blender or Maya etc.., before we could use them. I'm not sure how easy this is to do though or if that's possible.
As a backup plan Sly has pointed us to another full Skaarj model that could be used with some tweaking.
We should also modify some of the diffuse and specular textures as well as make new ones to fit the originals more using Photoshop, Illustrator or GIMP.
And Sly, do you have Unreal 227 installed? An actual 227 patch is made by Smirfsch from OldUnreal forums and is available for download in there.
Version 227 also updates the editor so it works with Win7 x64 as well which is was a nice surprise!
Yes!!! It finally does!
(Actually, there are already 2 versions supporting it - 2.27g and 2.27h).
And it actually updates the editor from UnrealEd 1.0 to 2.1 (a modified 2.0 from the year 2000 - Probably made for an early version of Unreal Engine 2, whose primary development mainly surrounded that year)
Any progress, Sly?
Oh, and I've got an idea about who can help us with the models: Qtit. in his signature in OldUnreal forums there's a hi-poly face render of a Skaarj Warrior, and apparently he did it himself.
i think Sly.'s in hols..., snowboarding mountains ...
AMD FX9590@5ghz-ASUS Crosshair V FormulaZ-2xMSI GTX780Lightning-KINGSTON HyperX 16GB-SAMSUNG 850Evo-LOGITECH G19-CORSAIR VengeanceM65 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop
Looks like it...lol
Stevie's cornerA blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.All UT4 CTF custom maps. All UT4 remakes. UE4 links (guide, tut). UE4 resources, Software tools & resources.
My Leveldesign PortfolioAbove link is updated (:
My Levels for Unreal Tournament 3:
DM-Unlimited ~ DM-Animus ~ CTF-Rising ~ CTF-Embargo ~ CTF-Seraph ~ CTF-JigokuMap Packs for Unreal Tournament 3
Internal Coördination of the UOF4 Low Poly Map Pack
Any update on this?
Tutorial on dynamic lighting, to get ya started here!
If ya want to use Malk's Skaarj I can send ya the package for it!
The package has a somewhat working animtree so the animations will work when you control them via Kismet!
Tutorial for controlling animations via Kismet are here!
I even have your tutorial in my bookmarks, just noticed that, it was just lost in the first few I set after PC change. I should clean up now that I won't need some Blender tutorials anymore. But I'm so laaaaazy...
The package with the Skaarj would be truly nice - oh and please remind me to update that archive I wanted to send to malk for the monsters (Brute and such), I seem to forget that everytime. I'll be gone for a while soon and return later today, otherwise I would do it now, now that I remember it again. lol
Time for two teaser screenshots!
I'm pretty sure every old Unreal player will recognize this location!
Still not quite sure if you would like to team up or go alone, but...
Dispersion Pistol remade here:
Armour, bandages etc:
Glass emmiters & len's flares:
UT3 Old, New & Phys X Server: Check your Browser :)
Unreal Info, Content & projects:http://unrealbyfusilade.wordpress.com/
I just began to work on the textures for my automag model again the other day. It's designed for the UE4 material system but should also work well for UT3 with some adjustments, http://abload.de/img/ut_automag_002vtk9r.jpgLooking back at the dispersion pistol I like it less every time. The overall blocky design does not make much sense and the model is somewhat weak from a technical and artistic point of of view.
Nichts wäret ewiglich, nur die Natur bleibt bestehen.
mAlkAv!An wrote:I just began to work on the textures for my automag model again the other day. It's designed for the UE4 material system but should also work well for UT3 with some adjustments, http://abload.de/img/ut_automag_002vtk9r.jpgLooking back at the dispersion pistol I like it less every time. The overall blocky design does not make much sense and the model is somewhat weak from a technical and artistic point of of view.
Superb, as always
stevelois wrote:mAlkAv!An wrote:I just began to work on the textures for my automag model again the other day. It's designed for the UE4 material system but should also work well for UT3 with some adjustments, http://abload.de/img/ut_automag_002vtk9r.jpgLooking back at the dispersion pistol I like it less every time. The overall blocky design does not make much sense and the model is somewhat weak from a technical and artistic point of of view. Superb, as always
haha ...sure..."by Malkavian" is now a quality label....quite the same feeling when he was kicking my butt on UT2k4 ...a large open mouth...."how did he do that ????"
"by Malkavian" is now a quality label....
#uck the laser pointer .. I use a stinger mini-gun .......
The Offspring - Days go by
Sublime - Same Old Situation
@ mAlkAv!An:what method do you use for obtaining your texture templates? Please tell... - render2texture?/- UV unwrap?/- manual UV unwrap?/- material ID's?what i do:- im just going with what's suitable per/mesh but i discovered if you add lights and use render2texure that works well for the texture, but you still need a UV.
what i would like to do (more pro ?):- i want my UV's to be the same layout as my texture so i only require 1 channel- Can you give a quick tip please.Update: (Vortex.unr:)
This image shows:
- now im going for production quality, which is good quality, but actually getting the job done. It's going well & i can almost give an estimated deadline for completion. I think if everyone did it they would all want a slightly different thing, if i remake the game 100% replica but with Mesh, people will have an amazing Source pack to continue and to do whatever they wish.
I like the idea of the exact same game just built really well, fixed BSP's amazing lighting and shadows, static mesh etc...but with an option like halo to change original Game to the upgraded version, it seems to work, you can load dynamically the entire Vortex map Mesh, then switch with Key input to totally different mesh. We all know we can make it rain, material instances cover everything else we need so its easily achieved.
p.s. the pack will be available so people can pick a mesh or texture so who wants to do what?
-- Edited by TKBS on Friday 27th of June 2014 12:52:43 AM
- @ LordPork_Sword
i will also soon upload a video that will show you that he Can make 3D models for his UE4 map using this same method simple quick method, you have the skills you just don't realise it or know how to make them into models ... when you said
"im not a modeller so it will be mainly BSP"- & i realised wow i have the same mentally :( i also suck at 3d models lol
... so i thought ffs sake LPS we need to improve on this right? we can't got o UE4 and say here's a BSP, (holp comments aside please time to up the game) and we can 3D model we just need to try it!
It's not about being as good as malk, he's epic, but it's about going that little extra just to get results like above, not amazing, but make me feel a bit better about the quality :)
- anyone agree or am i talking to myself :)?
-- Edited by TKBS on Friday 27th of June 2014 12:58:55 AM
no no mate you re not talking to yourself ....though...cant tell if i agree....lol...it s just chinese to me
Time to start adding up what we need?.
But as for the other enemies this is something i really cannot do, i tried rigging characters but without someone who knows what they are doing im stuck.
An example with UI_Scenes
500 UI_Scenes / 1 a day with a few breaks it would take 2 years :(
- again rough estimates but you know, i guess some days get 5 done and some days probably not be on PC just to be realistically finish it. etc.If people can volunteer to do stuff that would be great. Even writing up what we need to do to get it done lol. Really don't wanna drop the project.
again, nothing fancy, just an hour playing with an idea to get the job done... getting it done even it looks a little 'photoshopped'...
I am still not sure what direction to take (Feedback welcomed)
.I guess all options are shown in the image at the moment, but i'd rather keep it simple until people give some input
Same as Sly.
" I intend to do some stuff myself to improve my skills." :)combine normalmaps What do you mean?, please elaborate. A combination implies having 2 or more Textures to combine.
" I intend to do some stuff myself to improve my skills."
My intentions were to simply work on the Diffuse channels, then at the end of each map compare my Own manual normal map creation skills with a few plugins like NVidia or Crazy Bump to see which would yield fast & good results.
Vortex2.unr is almost entirely made of metal, the use of Normal Textures can go 2 ways, Old and rustic with detail and bumps, Or clean and smooth with varying scratches and imapct bumps.
should primarily be kept clean and smooth, given its structure and durability, however sometimes it is acceptable to have an OTT amount of rust/ degradation to sell the material as worn.
Again, whether i go clean or rustic is still an option, but given the current aim (get the job done) i guess the overall theme will be grungey.
i Had to use a desaturation Expression to get the approximate original result on the ceiling material yesterday, that was a painful experience.
and i probably should start my own thread now.. and watch it fail lol