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UT3 Custom char Doom + Weapons beta

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  • replied
    TKBS It turns out that I saw this texture in toxikk and the same but in 4 dimensions in mirror edge catalyst.
    But it does not matter this is only a demo. I'm going to change it. So as not to have problems in the long run.

    then toxikk also took on that texture.

    Sorry if I offended you. Since I can't modify the video. I have withdrawn it. But at least I know who the other texture is.


    Click image for larger version  Name:	Sin título.jpg Views:	0 Size:	332.9 KB ID:	409705

    I already made mine. So you don't have a problem.
    I made it to your reference. Because I liked the tone of the combined asphalt to the white tile.

    I give credit to the ut3 community.

    Last edited by Skaa3z; 05-22-2020, 10:27 PM.

    Leave a comment:


  • replied
    12:20 - "bFloor2". That is most definately my Texture, infact it is the exact same, including material.

    Umm thanks for claiming it as ur own?

    Leave a comment:


  • replied
    I don't remember using a logo. Someone's. Simply the UnrealXActor was the same logo as UDN. Although that page is more than dead referring to a real engine 1 2 and 3. and I took it in 2011

    I'm still very upset. With epic. I leave the community of ut thrown. And we will see a ue5. That surely ue4. You will have the same destiny as udk. A happy ending.

    As for the mods. I already told you I have many ideas. But this takes time. I feel like something is missing. I am trying to compress data, simplify it and make it flashy. The event.

    NOTE : In demo ivdeo texture " Foor2b " texture and material " Wild Psyduck " TKBS.

    Then make a forge.
    Last edited by Skaa3z; 05-22-2020, 09:38 PM.

    Leave a comment:


  • replied
    you know i've saw you use my actorx symbol inside your mods skaa3z, my exact design of it.

    that and you seem to like to stalk me and take ideas of mine for upcoming content, you can kindly FK OFF.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


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

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  • replied
    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.

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  • replied
    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)

    Leave a comment:


  • replied
    yeah...

    My last work ... xD physic guns



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  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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))

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  • replied
    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
Views:	195
Size:	241.0 KB
ID:	408284
    Last edited by PAGOEJA; 02-18-2020, 08:51 AM.

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  • replied
    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

    Leave a comment:

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