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UT3 Custom char Doom + Weapons beta

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    #46
    just looking at the mod file now, you're lucky, THE LOD is BEAUTIFUL
    i don't know how to do ut3 mods though, so you'll have to rebuild it from my mod (it will be super easy)
    and it will look 10x more beautiful. wow thanks again.

    Comment


      #47
      Okay I am a bit inactive in epic games.
      I am trying to reform the anim set tree of ut3. To polish animations. I feel that my mods are already very old trying 2013.

      Comment


        #48
        about that, you need to redo it, the mesh map is lopsided
        if you have the raw export files, please i'd love access.
        here is what i do with poop: I TURN IT INTO GOLD
        very last screenshot: IN UT99 (only needs anim script line added to actorx like all my other import WIP's)

        .Click image for larger version  Name:	fesfsfsfsefd.png Views:	0 Size:	252.9 KB ID:	408174

        original export below:

        Click image for larger version  Name:	85142832_774017449773288_9090683781068619776_o.jpg Views:	0 Size:	69.0 KB ID:	408175

        Click image for larger version  Name:	ertertuyjee_o.png Views:	0 Size:	637.4 KB ID:	408176

        and another, so you don't think i photoshopped it in...

        Click image for larger version

Name:	85172758_774712859703747_5710585304126062592_o.jpg
Views:	200
Size:	150.1 KB
ID:	408177
        Last edited by PAGOEJA; 02-09-2020, 03:25 AM.

        Comment


          #49
          oh nice work. If in ut we have to. recover everything. From the mesh to the uv textures.

          Comment


            #50
            i know how to do all of it ON IMPORT my friend.
            these are just TESTS, notice the t-pose.
            was testng POLY limits. and it seems I WIN

            Comment


              #51
              I GET TO LINE 55-57 and **** goes wrong, any help would be appreciated.
              (it puts everything in one package, then it breaks...like i said on lines 55-57 LOL)
              i've tried 20 different calls, nothing worked to move down the code. i'm STUCKS.

              class Hyora extends hyoraattach;

              var(Attachments) class<hyoraAttach> hyoraAttachClasses[7];
              var hyoraAttach hyoraAttach01, hyoraAttach02, hyoraAttach03, hyoraAttach04, hyoraAttach05, hyoraAttach06, hyoraAttach07;


              var(Hyora) hyoraAttach Hyora_Head;
              var(Hyora) hyoraAttach Hyora_body;
              var(Hyora) hyoraAttach Hyora_arms;
              var(Hyora) hyoraAttach Hyora_thighs;
              var(Hyora) hyoraAttach Hyora_boots;
              var(Hyora) hyoraAttach Hyora_LShoPad01;
              var(Hyora) hyoraAttach Hyora_RShoPad01;

              function PreCacheReferences()
              {
              spawn(class'hyora.Hyora_Head');
              spawn(class'hyora.Hyora_body');
              spawn(class'hyora.Hyora_arms');
              spawn(class'hyora.Hyora_thighs');
              spawn(class'hyora.Hyora_boots');
              spawn(class'hyora.Hyora_LShoPad01');
              spawn(class'hyora.Hyora_RShoPad01');
              }


              simulated function SetCustomCharacterMeshInfo()
              {
              Local hyoraAttach Hyora_Head;
              local hyoraAttach Hyora_body;
              local hyoraAttach Hyora_arms;
              local hyoraAttach Hyora_thighs;
              local hyoraAttach Hyora_boots;
              local hyoraAttach Hyora_LShoPad01;
              local hyoraAttach Hyora_RShoPad01;

              //Mesh
              hyora = New(Self) Class'hyora';
              `log(hyora.Name);
              hyora.FindMeshFromConfig();
              Hyora_Head = hyora.hyoraAttach01;
              Hyora_body = hyora.hyoraAttach02;
              Hyora_arms = hyora.hyoraAttach03;
              Hyora_thighs = hyora.hyoraAttach04;
              Hyora_boots = hyora.hyoraAttach05;
              Hyora_LShoPad01 = hyora.hyoraAttach06;
              Hyora_RShoPad01 = hyora.hyoraAttach07;


              `log("Hyora_Head is "$Hyora_Head);
              SetModularCharacterMeshInfo(Hyora_Head, Hyora_body, Hyora_arms, Hyora_thighs, Hyora_boots, Hyora_LShoPad01, Hyora_RShoPad01);
              }

              function SetModularCharacterMeshInfo
              (Hyora_Head, Hyora_body, Hyora_Head Hyora_arms, Hyora_Head Hyora_thighs, Hyora_Head Hyora_boots, Hyora_Head Hyora_LShoPad01, Hyora_Head Hyora_RShoPad01)
              {
              Hyora_Head.Hyora_Head(Hyora);
              Hyora_body.Hyora_Head(Hyora);
              Hyora_arms.Hyora_Head(Hyora);
              Hyora_thighs.Hyora_Head(Hyora);
              Hyora_boots.Hyora_Head(Hyora);
              Hyora_LShoPad01.Hyora_Head(Hyora);
              Hyora_RShoPad01.Hyora_Head(Hyora);

              //Materials
              Hyora_Head.hyoraAttach(0, hyoraAttach.Hyora_Head);
              Hyora_body.hyoraAttach(1, hyoraAttach.Hyora_body);
              Hyora_arms.hyoraAttach(2, hyoraAttach.Hyora_arms)
              Hyora_thighs.hyoraAttach(3, hyoraAttach.Hyora_thighs)
              Hyora_boots.hyoraAttach(4, hyoraAttach.Hyora_boots)
              Hyora_LShoPad01.hyoraAttach(5, hyoraAttach.Hyora_LShoPad01)
              Hyora_RShoPad01.hyoraAttach(6, hyoraAttach.Hyora_RShoPad01)
              }
              defaultproperties
              {
              hyoraAttachclasses(0)=Class'hyora.Hyora_Head'
              hyoraAttachclasses(1)=Class'hyora.Hyora_body'
              hyoraAttachclasses(2)=Class'hyora.Hyora_arms'
              hyoraAttachclasses(3)=Class'hyora.Hyora_thighs'
              hyoraAttachclasses(4)=Class'hyora.Hyora_boots'
              hyoraAttachclasses(5)=Class'hyora.Hyora_LShoPad01'
              hyoraAttachclasses(6)=Class'hyora.Hyora_RShoPad01'
              bNetTemporary=False
              }

              Click image for larger version

Name:	chrisleehyorapresentationshots.jpg
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ID:	408284
              Last edited by PAGOEJA; 02-18-2020, 08:51 AM.

              Comment


                #52
                The mod in ut3. They go in the custom char.ini
                It is not a peon. It is a family that is compiled. In ut3. So then in the phat node. Spawn is created

                PC: C:\Users\****\Documents\My Games\Unreal Tournament 3\UTGame

                // UTFamilyInfo Default UC


                defaultproperties
                {
                LeftFootBone="b_LeftAnkle"
                RightFootBone="b_RightAnkle"
                TakeHitPhysicsFixedBones(0)="b_LeftAnkle"
                TakeHitPhysicsFixedBones(1)="b_RightAnkle"
                SoundGroupClass=Class'UTGame.UTPawnSoundGroup'
                VoiceClass=Class'UTGame.UTVoice_DefaultMale'
                BloodSplatterDecalMaterial=MaterialInstanceTimeVarying'T_FX.DecalMaterials.MITV_FX_BloodDecal_Small01'
                NonTeamEmissiveColor=(R=10.000000,G=0.200000,B=0.200000,A=1.000000)
                NonTeamTintColor=(R=4.000000,G=2.000000,B=0.500000,A=1.000000)
                MergeLODsToStrip=1
                FamilyEmotes(0)=(CategoryName="Taunt",EmoteTag="TauntA",EmoteName="Adelante",EmoteAnim="Taunt_FB_BringItOn")
                FamilyEmotes(1)=(CategoryName="Taunt",EmoteTag="TauntB",EmoteName="Hoolahoop",EmoteAnim="Taunt_FB_Hoolahoop")
                FamilyEmotes(2)=(CategoryName="Taunt",EmoteTag="TauntC",EmoteName="Golpe de cadera",EmoteAnim="Taunt_FB_Pelvic_Thrust_A")
                FamilyEmotes(3)=(CategoryName="Taunt",EmoteTag="TauntD",EmoteName="Bala a la cabeza",EmoteAnim="Taunt_UB_BulletToTheHead",bTopHalfEmote=True)
                FamilyEmotes(4)=(CategoryName="Taunt",EmoteTag="TauntE",EmoteName="Ven aquí",EmoteAnim="Taunt_UB_ComeHere",bTopHalfEmote=True)
                FamilyEmotes(5)=(CategoryName="Taunt",EmoteTag="TauntF",EmoteName="Degollado",EmoteAnim="Taunt_UB_Slit_Throat",bTopHalfEmote=True)
                FamilyEmotes(6)=(CategoryName="Order",EmoteTag="OrderA",EmoteName="Atacar la base",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="ATTACK",bRequiresPlayer=True)
                FamilyEmotes(7)=(CategoryName="Order",EmoteTag="OrderB",EmoteName="Defender la base",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="Defend",bRequiresPlayer=True)
                FamilyEmotes(8)=(CategoryName="Order",EmoteTag="OrderC",EmoteName="Mantener esta posición",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="Hold",bRequiresPlayer=True)
                FamilyEmotes(9)=(CategoryName="Order",EmoteTag="OrderD",EmoteName="Cubrirme",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="Follow",bRequiresPlayer=True)
                FamilyEmotes(10)=(CategoryName="Order",EmoteTag="OrderE",EmoteName="Autónomo",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="Freelance",bRequiresPlayer=True)
                FamilyEmotes(11)=(CategoryName="Order",EmoteTag="OrderF",EmoteName="Soltar la bandera",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="DropFlag")
                FamilyEmotes(12)=(CategoryName="UnusedOrder",EmoteTag="OrderG",EmoteName="Soltar el orbe",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="DropOrb")
                FamilyEmotes(13)=(CategoryName="SpecialMove",EmoteTag="MeleeA",EmoteAnim="GroundPound_A")
                FamilyEmotes(14)=(CategoryName="Status",EmoteTag="ENCOURAGEMENT",EmoteName="Estímulo",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
                FamilyEmotes(15)=(CategoryName="Status",EmoteTag="ACK",EmoteName="Reconocido",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
                FamilyEmotes(16)=(CategoryName="Status",EmoteTag="InPosition",EmoteName="En posición",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
                FamilyEmotes(17)=(CategoryName="Status",EmoteTag="UnderAttack",EmoteName="Bajo ataque",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
                FamilyEmotes(18)=(CategoryName="Status",EmoteTag="AreaSecure",EmoteName="Área segura",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
                HeadShotEffect=ParticleSystem'T_FX.Effects.P_FX_HeadShot'
                HeadShotGoreSocketName="HeadShotGoreSocket"
                HeadShotNeckGoreAttachment=StaticMesh'CH_Gore.S_CH_Headshot_Gore'
                BloodEmitterClass=Class'UTGame.UTEmit_BloodSpray'
                BloodEffects(0)=(Template=ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Far',MinDistance=750.000000)
                BloodEffects(1)=(Template=ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Mid',MinDistance=350.000000)
                BloodEffects(2)=(Template=ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Near')
                GibExplosionTemplate=ParticleSystem'T_FX.Effects.P_FX_GibExplode'
                DrivingDrawScale=1.000000
                DefaultMeshScale=1.075000
                BaseTranslationOffset=7.000000
                DeathCameraEffect=Class'UTGame.UTEmitCameraEffect_BloodSplatter'
                ExtraCameraZOffset=-10.000000
                CameraXOffset=0.200000
                CameraYOffset=-1.000000
                MinCameraDistSq=1.000000
                HeroFireOffset=(X=180.000000,Y=-10.000000,Z=-20.000000)
                SuperHeroFireOffset=(X=380.000000,Y=-10.000000,Z=-30.000000)
                HeroMeleeAnimSet=AnimSet'CH_AnimHuman_Hero.Anims.K_AnimHuman_Hero'
                Name="Default__UTFamilyInfo"
                ObjectArchetype=Object'Core.Default__Object'
                }
                UC Script


                class UTFamilyInfo_AAAAA extends UTFamilyInfo
                abstract;

                defaultproperties
                {
                Faction="Vocaloid2"
                FamilyID="RINN"
                ArmMeshPackageName="AAAAA"
                ArmMeshName="AAAAA.Parts.FPS1P_Arms"
                ArmSkinPackageName="AAAAA"
                AnimSets(0)=AnimSet''
                NeckStumpName="SK_CH_IronG_Male_NeckStump01"
                PhysAsset=PhysicsAsset''
                SoundGroupClass=Class''
                VoiceClass=Class''
                BaseMICParent=MaterialInstanceConstant''
                BioDeathMICParent=MaterialInstanceConstant'CH_All.Materials.MI_CH_All_Necris_BioDeath'
                MasterSkeleton=SkeletalMesh''
                CharEditorIdleAnimName="CC_Human_Male_Idle"
                Gibs(0)=(BoneName="b_LeftForeArm",GibClass=Class'UTGame.UTGib_HumanArm')
                Gibs(1)=(BoneName="b_RightForeArm",GibClass=Class'UTGame.UTGib_HumanArm',bHighDetailOnly=True)
                Gibs(2)=(BoneName="b_LeftLeg",GibClass=Class'UTGame.UTGib_HumanChunk')
                Gibs(3)=(BoneName="b_RightLeg",GibClass=Class'UTGame.UTGib_HumanChunk',bHighDetailOnly=True)
                Gibs(4)=(BoneName="b_Spine",GibClass=Class'UTGame.UTGib_HumanTorso')
                Gibs(5)=(BoneName="b_Spine1",GibClass=Class'UTGame.UTGib_HumanChunk')
                Gibs(6)=(BoneName="b_Spine2",GibClass=Class'UTGame.UTGib_HumanBone')
                Gibs(7)=(BoneName="b_LeftLegUpper",GibClass=Class'UTGame.UTGib_HumanChunk',bHighDetailOnly=True)
                Gibs(8)=(BoneName="b_RightLegUpper",GibClass=Class'UTGame.UTGib_HumanChunk',bHighDetailOnly=True)
                HeadGib=(BoneName="b_Head",GibClass=Class'UTGame.UTGib_HumanHead')
                DeathMeshSkelMesh=SkeletalMesh'CH_Skeletons.Mesh.SK_CH_Skeleton_Human_Male'
                DeathMeshPhysAsset=PhysicsAsset''
                DeathMeshNumMaterialsToSetResident=2
                SkeletonBurnOutMaterials(0)=MaterialInstanceTimeVarying'CH_Skeletons.Materials.MITV_CH_Skeletons_Human_01_BO'
                Name="Default__UTFamilyInfo_AAAAA"
                ObjectArchetype=UTFamilyInfo'UTGame.Default__UTFamilyInfo'
                Now the familiy in UT3

                UTEditor.ini

                View or add the line


                [ModPackages]
                ModPackagesInPath=..\UTGame\Src
                ModOutputDir=..\UTGame\Unpublished\CookedPC\Script
                ModPackages= Family_AAAAA //MODS UC
                Customchar.ini / Ut3 Game

                [UTGame.UTCustomChar_Data]



                Parts=(Part=PART_Head,ObjectName="A.Parts.A_Head",PartID="A",FamilyID="AAA")
                Parts=(Part=PART_Torso,ObjectName="A.Parts.A"_body",PartID="A",FamilyID="DarkCPUPur")
                Parts=(Part=PART_Arms,ObjectName="A.Parts.A_Arms",PartID="A",FamilyID="DarkCPUPur")
                Parts=(Part=PART_Thighs,ObjectName="A.Parts.A_LegsL",PartID="A",FamilyID="DarkCPUPur")
                Parts=(Part=PART_Boots,ObjectName="A.Parts.A__Boots",PartID="A",FamilyID="DarkCPUPur")

                Characters=(CharName=NameA",Description="<Strings:>",CharID="NAME",bLocked="False",Faction="Mymod",PreviewImageMarkup="<Images:myupks.Textures.My_UI>",CharData=(FamilyID="MyMod",HeadID="A",TorsoID="A",ShoPadID="A",bHasLeftShoPad=false,bHasRightShoPad=false,ArmsID="A",ThighsID="A",BootsID="A"),AIData=(Tactics=0.9, StrafingAbility=1.0, Aggressiveness=0.4, Accuracy=0.4,CombatStyle=0.5,FavoriteWeapon="UTGame.UTWeap_Eforces"))

                ModFamilies=Family_AAAA.UTFamilyInfo_MYmod /// My mod U script " UC cooked "

                PortraitSetup=(CenterOnBone=b_Head,MeshOffset=(X=50,Z=-2),MeshRot=(Yaw=-36408),CamFOV=20,DirLightRot=(Pitch=57344,Yaw=9102),DirLightBrightness=2.0,DirLightColor=(R=255,G=255,B=255),DirLight2Brightness=20.0,DirLight2Color=(R=150,G=180,B=240),DirLight2Rot=(Pitch=57344,Yaw=40049),DirLight3Brightness=1.0,DirLight3Color=(R=255,G=230,B=255),DirLight3Rot=(Pitch=57344,Yaw=57344),SkyBrightness=0.4,SkyColor=(R=200,G=222,B=255),SkyLowerBrightness=0.2,SkyLowerColor=(R=255,G=230,B=200),TextureSize=256,PortraitBackgroundTranslation=(X=3000.0))

                Comment


                  #53
                  i'm going to use vert mesh combine, while preserving the skeletal mesh and skeletal animation
                  it literally is like the phat, and uses attachments which is what i tried and failed to do above
                  but all that struggling was just me trying to copy feralidragon, i've done that already with my RX script (combining models)
                  and ive done it again with my akimbo class. replication and all. so. that said. i'll be just reusing my old script rewritten
                  i just finished fixing my actorx class which i will continue to keep to myself for now (it replaces advancedmodelsupport and skeletalchars)
                  and can use any animation i choose, instead of being bound to the one(that i also included in my mod) just to prove i know what i'm doing,
                  and of course, maybe i'll support old skelchars/ams models in the future, through mymod, so i left xan mark II in there all with his original everything so i can reuse those classes later,
                  and leave an attach point in my mod, that would be compatible to others, with little changes to them, but i doubt it, considering i use int/ini config as well, and
                  by listing assets and materials through those, the engine can use and manipulate said imports.
                  yes, i know a lot, but i still know very little...so all the help is appreciated guys, please keep the script pieces from ue2/udk/ue3/ue4 coming please. they all help.

                  Comment


                    #54
                    particularily the coordinates, bone/rig names and attach names, those are helpful, and will be in the anim file, so being able to use those and invoke them in my script, will help a ton. ty again.

                    Comment


                      #55
                      yeah...

                      My last work ... xD physic guns



                      Comment


                        #56
                        decent gravity gun. only one ever worked for ut, and sometimes it wouldn't. depended on whether or not it bugged out on the modset or not.
                        i wasn't really a fan of it, so i never bothered to work on it. (remod it)

                        Comment


                          #57
                          seems i could use a gravity gun, for peeps to use as a trap. you know, say hold a car over a corridor and drop it on whoever comes out, that kind of stuff.

                          Comment


                            #58
                            my brother gets his vehicle stuck from time to time so i would love to assist him with that haha, indeed

                            Comment


                              #59
                              No. I do NOT believe in an arena shooter. Take the mechanical physics style. In UDK it is possible but in UT3 it requires much more programming experience. They are asking me for destructible maps like bolques or spheres. Similar to the lego block of ut3 from 2011.

                              Comment


                                #60
                                Maybe later I will return to the custom vehicles. But my priority is characters and environments. It just so happens that cyberpunk style is in vogue. Let's see what I can do with ue3. Brute force is not required.

                                Comment

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