A little goal for us to work towards (Playermodel Ideas)

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EvilGrins
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Re: A little goal for us to work towards (Playermodel Ideas)

Post by EvilGrins » Wed Oct 26, 2016 9:27 pm

rjmno1 wrote:Image
this superman skin that purple one"looks amazing.
That badman looks amazing man very good. :rock:
Oh, I see the confusion...
Image
...that's Bizarro.

More on him · http://unreal-games.livejournal.com/92323.html · http://www.rapsheet.co.uk/rapsheetmain/ ... iqueId=595
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Re: A little goal for us to work towards (Playermodel Ideas)

Post by rjmno1 » Thu Oct 27, 2016 8:22 am

I realy did not knew there is so much variations in superman looks and costumes.
He has realy some holes in his cape. :gj:
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Re: A little goal for us to work towards (Playermodel Ideas)

Post by EvilGrins » Thu Oct 27, 2016 4:13 pm

rjmno1 wrote:I realy did not knew there is so much variations in superman looks and costumes.
Well, as stated before, that's not Superman. It's an imperfect clone of him called Bizarro... but other than him there's a bunch of other variants.

· Superboy, clone of Superman.
· Superboy, son of Superman.
· Eradicator, similar power set, partial clone.
· Cyborg Superman... complicated.
· Composite Superman... more complicated.

etc · http://comicvine.gamespot.com/superman/ ... Elseworlds

And there's Ultraman, an evil Superman from a parallel Earth:
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Re: A little goal for us to work towards (Playermodel Ideas)

Post by UTNerd24 » Fri Oct 28, 2016 9:27 am

I love the work you did on the playermodel, and im ever so thankful you chose to make it, but sometimes I get this error...
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Re: A little goal for us to work towards (Playermodel Ideas)

Post by Barbie » Fri Oct 28, 2016 11:42 am

UTNerd24 wrote:Failed to spawn player actor [...] MatchViewportsToActors
Sure that it has to do with the player model?

I did not find "MatchViewportsToActors" in the default UC files of Unreal Tournament and so I'd do a search for that string on all files in the $UT/SYSTEM directory to find out what library (mod) is generating this error. Maybe that error is Mutator related.
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Re: A little goal for us to work towards (Playermodel Ideas)

Post by UTNerd24 » Fri Oct 28, 2016 2:14 pm

Barbie wrote:
UTNerd24 wrote:Failed to spawn player actor [...] MatchViewportsToActors
Sure that it has to do with the player model?

I did not find "MatchViewportsToActors" in the default UC files of Unreal Tournament and so I'd do a search for that string on all files in the $UT/SYSTEM directory to find out what library (mod) is generating this error. Maybe that error is Mutator related.
The strangest thing is, It only happens SOMETIMES. Ive re-ordered my mutators and that seems to have fixed it. But incase it happens again, my guess is it might have something to do with the model's scale.
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Re: A little goal for us to work towards (Playermodel Ideas)

Post by Barbie » Fri Oct 28, 2016 3:40 pm

UTNerd24 wrote:model's scale.
This of course may happen if the collision cylinder has changed. Is this the case with those models?
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Re: A little goal for us to work towards (Playermodel Ideas)

Post by EvilGrins » Fri Oct 28, 2016 4:12 pm

Thing that happens (may not be exactly what UTnerd is referring to) is sometimes memory is lacking on a specific map and any non-default player-models will opt to switch to a default one. Used to happen to my SKtroopers all the time, as well as the Team Orbit mechs I also play with. All of a sudden they'd load onto a new map as a Male Soldier... sometimes with their own texture mapped onto the MS making it look weird.

It was trying to figure out why it did that I worked out how I skin today.

It happened once with the SKwarrior the other day, on a particular map they all loaded into it as a Male Soldier... but as usual, as soon as it switched to the next map the "problem" went away.
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Re: A little goal for us to work towards (Playermodel Ideas)

Post by Spectra » Fri Oct 28, 2016 6:00 pm

I have specified in the ReadMe:
You will be playing as Skaarj Warrior and as you know Skaarj Warrior's are bit taller than
humans. This means you won't fit in tight narrow places.
If you want to fit in narrow places like humans, I can reduce the collision radius and height and its Scale and release next version, but it will look odd as Skaarj Warriors/Troopers are actually meant to be taller and fat than humans.
If maps have playerstarts on very small places, then I would blame the mapper for this!

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Re: A little goal for us to work towards (Playermodel Ideas)

Post by EvilGrins » Fri Oct 28, 2016 6:19 pm

Rocky wrote:I can reduce the collision radius and height and its Scale and release next version
Nah, leave it as is... unless you wanna go for a really crazy idea and make a player model for the pupae.

Actually, not a bad idea. You could mount weapons on its back like a WarCow!
Rocky wrote:but it will look odd as Skaarj Warriors/Troopers are actually meant to be taller and fat than humans.
Fat? That's not fat! IT'S PURE ALIEN-REP-INSECTILE MUSCLE!!
Rocky wrote:If maps have playerstarts on very small places, then I would blame the mapper for this!
Similar issue I've come across a few times with the SKtroopers, your SKwarriors had a small problem getting out of the starting area of MH-SpacePort.

It's cool. Just gotta expect players playing as them going cheerleader: "We got your backs guys... from way back here in this room we can't get out of!"
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Re: A little goal for us to work towards (Playermodel Ideas)

Post by EvilGrins » Sat Oct 29, 2016 9:46 pm

2 little observations"
1) The player model for the SKtrooper starts with 130 health, being a bigger player model I guess some extra health makes sense. Yet the SKwarrior starts with the normal player 100 health. That just seems wonky to me.

2) Eventually I was gonna have to get around to CTF game testing:

SKtroopers carry the flag a bit further away from the body than a standard player does:
Image

SKwarrior seems about the same, maybe a slight bit more...
Image

...but the tail makes it look a bit further and weird:
Image

Flag is at an angle no matter who is carrying it, but the SKwarrior it's always left of the tail making it seem further behind it. Which isn't bad but it just looks weird for any view that isn't closer to the front of it:
Image

Not that I'm suggesting changing it further (except maybe on that health aspect) I'm just running it through the gauntlet of observations and tests.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: A little goal for us to work towards (Playermodel Ideas)

Post by AlCapowned » Sun Oct 30, 2016 2:43 am

Good work, it fits nicely with the other monster player characters.

If you want to make it so the different team skins have their own portraits, you can add this stuff to your player/bot classes:

Code: Select all

var string Dflt[4];
var string DfltFace;
var string DfltNull;
var string DfltFaceNull;
var string DfltPkg;
var string DfltBody;
var string LegalPrefix;


static function GetMultiSkin( Actor SkinActor, out string SkinName, out string FaceName )
{
	local string ShortSkinName, FullSkinName;

	FullSkinName = String(SkinActor.Skin);
	ShortSkinName = SkinActor.GetItemName(FullSkinName);

	SkinName = Left(FullSkinName, Len(FullSkinName) - Len(ShortSkinName)) $ Left(ShortSkinName, 4);
	FaceName = ""; // no face is available on these models
}

static function SetMultiSkin( Actor SkinActor, string SkinName, string FaceName, byte TeamNum )
{
	local string SkinItem, SkinPackage;
	local texture Face;
	local texture Body;

	SkinItem = SkinActor.GetItemName(SkinName);
	SkinPackage = Left(SkinName, Len(SkinName) - Len(SkinItem)-1); //excludes the dot

	if ( TeamNum < 4 )
	{
		Body = texture(DynamicLoadObject(SkinPackage$"."$SkinItem$"1T_"$TeamNum,class'Texture',true));
		Face = texture(DynamicLoadObject(SkinPackage$"."$SkinItem$"5T_"$TeamNum,class'Texture',true));
	}
	if ( Body == none )
	{
		// Try loading non-team skin from that package.
		Body = texture(DynamicLoadObject(SkinPackage$"."$SkinItem$"1",class'Texture',true));
		Face = texture(DynamicLoadObject(SkinPackage$"."$SkinItem$"5",class'Texture',true));
	}
	if ( Body == none )
	{
		Body = texture(DynamicLoadObject(default.DfltPkg$default.DfltBody,class'Texture'));
		Face = texture(DynamicLoadObject(default.DfltPkg$default.DfltFace,class'Texture'));
	}

	SkinActor.Skin = Body;
	SkinActor.MultiSkins[0] = Body; // make UT believe we have multiskins
	SkinActor.MultiSkins[1] = Body;

	if ( Face != none && Pawn(SkinActor) != none
		&& Pawn(SkinActor).PlayerReplicationInfo != none )	
		Pawn(SkinActor).PlayerReplicationInfo.TalkTexture = Face;
}
And add this to the default properties:

Code: Select all

    DfltFace="Warr5"
    DfltNull="Warr1"
    DfltFaceNull="War5"
    DfltPkg="SkWarriorSkins."
    DfltBody="Warr1"
I've used this for the mercenary and slith players, so it should work.

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Re: A little goal for us to work towards (Playermodel Ideas)

Post by EvilGrins » Sun Oct 30, 2016 3:43 am

AlCapowned wrote:Good work, it fits nicely with the other monster player characters.
I agree, it truly does. In fact... the only thing that could make it part of a more complete set would be if someone were to go back and complete that abandoned fix for the Krall-player model.

Not that I'm pointing any specific fingers at anyone... *koff*AL*koff* ...in particular.
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Re: A little goal for us to work towards (Playermodel Ideas)

Post by Spectra » Sun Oct 30, 2016 8:25 am

Version 2.0:
===========================================================================================
CHANGES FROM PREVIOUS VERSION:

-Added Status Icons to bots (forgot to add that in previous).
-Fixed Landing animation bug.
-Starting Health changed to 130 HP instead of default (100) HP.
-Raziks removed from its hand gib.

===========================================================================================
Those who have downloaded before, replace the files with new ones.

Download: http://www.mediafire.com/file/89394fj8p ... ayerv2.zip
AlCapowned wrote:If you want to make it so the different team skins have their own portraits, you can add this stuff to your player/bot classes
I tried this before, but it didn't worked :/

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Re: A little goal for us to work towards (Playermodel Ideas)

Post by Chris » Sun Oct 30, 2016 10:20 am

UTNerd24 wrote:I love the work you did on the playermodel, and im ever so thankful you chose to make it, but sometimes I get this error...
This occurs in the Login event of GameInfo.
The Spawn function doesn't throw a GPF, so there is no particular info about it in the dialog.
The native function ULevel::SpawnPlayActor calls the Login event on the script level. The SpawnPlayActor function passes back an error string which is only first handled in the native static function MatchViewportsToActors.
I'd suggest looking in your UnrealTournament.log file for a 'Failed to spawn' warning right before the critical error dump. If it mentiones something about the input class being None then the engine failed to load the Player class.

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