Unreal Pickups (UT3)v1.0 /!\ Unreal Tournament 3 use only.
This is the first lot of items I've made for Unreal Tournament 3. The items need to be set up with Kismet or have scripts made for them, I tried to get things working with scripts but didn't get very far. I would prefer people duplicate the items from my package into their level package so that my package is not distributed. I may be releasing newer versions of this pack in future, and would prefer people only got it from one place. :)
Nali Fruit, Med Kit, Bandage, Translator, Flare and Flashlight included in this pack.
Meshes and Textures - Winter Dragon Everything else - Epic
Automag (UT3) (WIP) /!\ Unreal Tournament 3 use only.
The altfire code is holding up this project. I've made a thread on the Epic scripting forums asking for assistance, but with no replies doesn't seem too hopeful. Worst case, I will use a 3 round burst instead, but the gun will not turn sideways. :(
(Normals have been fixed, but with the code dismantled I haven't been able to show a new screenshot)
History:
September 4, 2012 - 20:21
Fixed credit.txt so it shows similar info to this post.
September 4, 2012 - 15:49
Version 1.0 of the items is now released. Feedback welcome!
-- Edited by Winter Dragon on Tuesday 4th of September 2012 09:23:03 AM
Good start winter dragon Nothing to criticize since you said the diffuse texture is still wip. I'm just wondering where are all these triangles, have you beveled the edges?
512²px texture should be ok for the med kit. If you start playing with the UT3 editor you might wanna take a look at this: http://unrealoldfriends.activeboard.com/t49826883/ut3-high-res-textures/
-- Edited by mAlkAv!An on Wednesday 25th of July 2012 08:55:52 AM
I'll do the nali fruit next then, and don't forget if there's anything you think looks bad or could look better, please say. I can stomach criticism. :)
Ya MedKit and bandage are looking great M8! Good to have another moddler here at UoF! Any Unreal based/inspired models ya make, I'd be very happy to use in my remake!
Before you get to far with ya fruit and a couple of other things...some of these have been made by others. You can always continue but if you're making them because noone else has then it may save you some time so you can focus on other things.
The CBP team has done a Nali Fruit model/mutator, which grows and eventually displays fruit. (like the original) Malk, here at UoF, has a very nice looking dispersion pistol model that's currently WIP. - Malk can provide updated on that! BloodShot from the OldUnreal forums(and here) has made an automag model. It's still WIP and I'm not sure how far he got. Malk may even have looked into his model at one point iirc.
Yeah the triangle count was ridiculous earlier, but I found a problem caused by the ASE format and have fixed it now. The game no longer tries to make my angular object look like a sphere. :)
More testing and I'll update the OP with new screenshots.
@Lord_Porksword
I'll put the three items you mentioned on the backburner until I know more about the existing versions, thanks for mentioning them!
I haven't touched the dispersion pistol for month but it's not far from being finished. The handle is one of those things that would need a rework but on the other hand you won't even see it in first person view. http://h11.abload.de/img/disp6wtjbk.png
The automag is just a model (no textures) and to be honest it does not have a very good topology as far as i remember.
- are any of you willing to help me with my Unreal content for UT3.
-Currently i am some difficulty understanding linking animation to the code/ getting it in ut3, some issues with how you get arms to work etc. ^^ i suck at code -example= check out my chainsaw + Unreal X weapons pack
- i have numerous Unreal "XXX" content/ weapons started [lightninggun, tournament chainsaw, razorjack]; and over on the DoS forums RS has done some work aswel [Assault rifle/ adrenaline] - not to mention i tried to get hold of the creator of "Best Of Unreal"// an attempt to collaborate; but i have not received a reply.
- also; wasnt there a healing fruit with CBP3?
- Anyway i would love to either help; or get some help :)
edit:
p.s.
if there's anything you think looks bad or could look better, please say.
looks good; but you could make the Bandage rounder; more sides, it would only improve it :), and your vert count is not an issue for such a project :)
-- Edited by TKBS on Thursday 26th of July 2012 02:41:28 PM
-- Edited by TKBS on Thursday 26th of July 2012 02:43:36 PM
-- Edited by TKBS on Friday 5th of March 2021 11:10:07 AM
Early next week I'll try and remember to write up a quick tutorial on controlling custom animations. My knowledge is rather limited but hopefully anything I write will help with a base understanding to get ya going!
I don't know how you go about importing animations into UT3 though. One of our Blender gurus will have better ideas on the subject!
I'm no coder either, all I do is take objects that behave similar to how I want and copy their source codes, extend my own class from them and edit a few parameters. I think I'm almost there with the bandage and medkit but there are two annoying problems:
1. I can't stop them respawning. 2. I don't know how to get rid of the spawner mesh and spawner light under them, and have the items sit on the floor.
Edit 1: I think I'll just forget it. I'll keep making the items and worry about their behaviour later. War is hell. ;)
Edit 2: Put up new image showing flashlight, also in the spoiler if you don't want to scroll to the top.
Spoiler
-- Edited by Winter Dragon on Friday 27th of July 2012 04:05:44 PM
Oops, it's missing a reflective map. It's meant to be stainless steel and the dark gray areas are knurling (diamond studs). I'll try and make it reflective but if that fails, black it shall be. :)
Edit: And I can't make a reflective material because there's no "MASK (R G)" object in the list of UT3's material editor like all the tutorials show.
-- Edited by Winter Dragon on Saturday 28th of July 2012 04:39:21 AM
The flashlight feels too uniformly coloured. Perhaps make the darker grey parts more blackish or give it some color. Adding emissive to the material will give it the final touch.
I ended up using a cubic map with a reflection vector and LERP. Looks exactly how I want now, but if people still want a black flashlight I can whip up an alternative diffuse over the weekend.
- Not sure why your pickups are having problems, but you are welcome to my work, if you would like to collaborate that is :) you want to collaborate?
- As for the material, again check my content, maybe you can just use th material setup i use, or show me how to improve mine :) -BUT it sounds like you did the same thing i did, just like the UT3 weapons
- if your torch has 1 mat ID; then you could add a mask to the flashlight bulb [face] so you can switch the material with an INST when the torch turns on :), like my lightning gun, only i could not get the material to switch upon weapon fire, was a bit hard for me.
- using the component mask like 'mAlkAv!An' said is correct. - an alternative would be to setup your image file [tga] to use the seperate r.g.b channels in your editing software [photoshop]-alpha's n stuff..., but both achieve what you want
You will always find my latest progress in the first post right up the top. I sometimes put the new images in spoilers further down to save people scrolling up but you may not have been aware.
Please post your content in a new thread and I'll be more than happy to look at it! :)
I don't think collaboration on a project this small is neccessary, as I'm almost half done and only started a week ago.
Why is the component mask 'correct'? Is it more efficient than faking the reflections using a cube map? (See first post, I have a cube map reflection applied to the flashlight.)
-- Edited by Winter Dragon on Monday 30th of July 2012 02:31:30 AM
No, as long as you don't use one of your flashlight textures - reflection itself causes the same amount of instructions. For the final flashlight there would need to be a moveable spotlight attached to the skeletal mesh and as already mentioned emissive for the lights.
The autmag is looking very nice What's the tris count? On the UT3 screen, there seem to some smoothing errors at the back side?
Things like flying shells and muzzle flashes are done by using particles/emitter. In the skeletal mesh editor you have to add sockets at the right places therefore and in the script you'll assign the effect to the sockets afterwards.
Tri count is at 6650 including the clip and bullet geometry, the in-game screen had some naff smoothing errors which were fixed in time for the renders, taken later the same day. The gun uses a 2048 and a 1024 for the clip, which can be re-used for the ammo pickup mesh? That was the thinking anway.
ps. Oh and I also have bones in place for the sockets, just haven't made the actual particles themselves yet.
-- Edited by Winter Dragon on Wednesday 15th of August 2012 03:35:44 AM
I think you don't need an extra bone for each particle since you can move the sockets around in the skelmesh editor. Though there should be a bone for every moving part of the weapon, f.e. base, slide and trigger.
For performance reasons I would stick with a single texture (no multi material) for the weapon. 1024²px is also a lot for a small ammo pickup, all UT3 ammo pickups have 256² maps btw. You can also make one texture that is used for both the weapon and the ammo pickup.
Accidentally deleted my master textures folder so I now have no choice but to do the automag texture again. I would have had to redo it from scratch anyway if the uv layout is changing, so it's not a huge loss to me really. I should have looked at the ut3 examples before I started, good call. :)
I was curious about the bones, looking at the enforcer rig this morning there are several bones for where the casings appear. I hadn't thought to try moving the sockets once they appeared in the editor, I had assumed that once you pick a bone for them that was that.
-- Edited by Winter Dragon on Thursday 16th of August 2012 02:12:24 AM
Download is working now. I'll give it a go later on. I'd say we don't take forum guidelines too seriuos. If your last post was made days ago and if you have something new to tell, just go ahead.
-- Edited by mAlkAv!An on Tuesday 4th of September 2012 03:29:12 PM
You should push your thread from time to time to make people realize that you've made a nice progress/update :) Your mediafire download is set to private and therefore not available btw.
Just a word to say we should be announcing a wallpaper comp. on the unreal series very soon. I really hope you can join in coz I see so much potential here. Still fixing up the details on the prizes and associated paraphernalia.