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    Looks like a really good start bananna_manuk . If you're able to make a few basic animation (Walk, Hand swing, Hand Smash, Rock throw) and import them, then I suppose there's mostly coding left to do ? After that we can hope for the a real start for a the Invasion remake by the UT community !

    Keep up the good work all ! I'm not of much help and only lurks now, but I'm still regularly following progress and I'm ready to support you as best as I can. Even if it's just vocal.

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      so i've hit a bump in the road when it comes to importing ,I managed to get rid of alot of the unecessary bones by checking the deformation bones only option in the export options But, i'm still left with the armature bone above the root in may bone hieracy



      also i've watched the live training stream which explains how to use the RigifyToUnreal.py script but when i run it nothing seems to happen

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        After a few days messing with the python script and trying other methods to import the skeleton cleanly with only the deform bones ive got 3 options,

        1) keep bashing my head against the monitor until i can get the python script to work with the Titan skeleton (it works for me with the blendman file supplied in the live training stream)

        2) redo the rig and animations manually (don't use rigify) then the skeleton will have no unnecessary bones but this is alot more work and my rig wont be as good as the rigify rig and will take time to complete

        3) Continue with the proof of concept put up with the extra bones until we fix the skeleton and move onto the physics asset, animtree, Monster blueprint etc.. (I know i will have to do option 2 at some point)

        because i want to keep progressing until i get him in game i'm gonna go with option 3. Ive imported a couple of animation i have into the editor next make the assets



        Rigify gives me 15 extra bones which isn't too bad i suppose

        If anyone wants to make me a rock projectile that would be nice :P

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          iirc tidu was working on rock projectiles (maybe in another thread)

          you're doing a really good job!

          edit:
          just found his video on yt (skip to 25s for stones):

          Last edited by exo7341; 01-27-2018, 11:48 PM.
          - got sig? -

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            That's some good work Bannana.

            If I may only do one suggestion, it's to make the animation of the Titan a little more beastly. Seems a tad bit too calm and human like right now. But do it only if you want to put some more time in it. As long as we have a few working animations to begin with, it'll be fine, even if they're not perfect.

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              The Titan animation looks great! Here's a zip containing the assets for the boulder projectile. I uploaded the fireball too. If you unzip "PlaceMeUnderContent" and copy it to your ...\Epic Games\UnrealTournamentEditor\UnrealTournament\Content directory, the assets should build properly.

              Boulder: https://drive.google.com/open?id=1KS...wJHtFo4C8Flm7X
              Fireball: https://drive.google.com/open?id=1Gn...2n-MhrAL-S7Sgv

              UTproj_Boulder is the projectile you can swap out in the UTWeapon. The projectile itself is a destructible mesh that breaks apart upon impact. Feel free to modify as needed. I can guarantee it is not fully bug tested. The projectile may act weird or disappear if it collides with certain objects.
              DM-Nine | CTF-HolyOak

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                I'm currently having problems with the "bone size is too small" import error which is stopping me making a physics asset cos even when i try too manually make it the bones really are too small

                think i need to set my scale b4 i make the skeleton
                unless someone knows a trick i've not managed to find yet

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                  bananna_manuk have you tried global scaling in import dialog? (under 'Transform' section, there's Import Uniform Scale):

                  Click image for larger version  Name:	Import_DialogBox.jpg Views:	1 Size:	61.5 KB ID:	396834

                  You could try increasing this (and imported mesh could be scaled-down, if needed, afterwards)
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                    I would LOVE to see some of the mods from 2004 implemented in the new game. There were a few that I really enjoyed like the class and leveling up systems, and the systems that allowed crafting of barricades or turrets and stuff. Anyway would love to see that. Keep me posted please!

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                      Although not a remake, I thought it could be interesting to see all monsters at once anyway. These were made using animated world position shader technique (more here https://docs.unrealengine.com/en-us/...xAnimationTool).

                      (skip to 1:20 for monsters)
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                        Oh man, we should start with the MH maps remakes already. exo7341 Your work seems promising!

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                          bananna_manuk alot depends on your software and how you got your rig, as an example if you exported from UT4 then into blender you have to delete the top bone which will then re-scale the rig to the right size, its part of the autodesk fbx exporter that adds an extra bone to the root of the rig, i've got some older videos on my youtube channel covering things like that
                          UT40K:The Chosen - Warhammer 40,000 for UE4
                          ut40kgeodav - UE4 Tutorials

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                            I started working on a remake for MH. I don't know how things are going for the people that were working on the mod, but I gave it a shot anyway. If anyone wanna check it out, any help is welcome.

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                              guys you made such nice monsers Sly Andy rapfamily bananna Kazeo and exo. I could build an invasion gametype with rounds, adrenaline etc, its not hard. Just send me the monsers with animations. I can code the attacking and rock throw. I can even build a UTmonster mutator. Mappers could place spawnpoints and the mutator spawns them then. Just don't let your work get to waste
                              Last edited by n0niz; 05-16-2018, 05:34 PM.
                              Projects: UT4BombingRun | UTCC wiki

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                                guys you made such nice monsers Sly Andy rapfamily bananna Kazeo and exo. I could build an invasion gametype with rounds, adrenaline etc, its not hard. Just send me the monsers with animations. I can code the attacking and rock throw. I can even build a UTmonster mutator. Mappers could place spawnpoints and the mutator spawns them then. Just don't let your work get to waste
                                I'd love to see this happen. I've made some attempts but had difficulty because the framework isn't there, plus I feel it'd have to be a C++ project for it to work well.
                                DM-Nine | CTF-HolyOak

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