Unreal II Skaarj for Ut

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Unreal II Skaarj for Ut

Postby Nephew9999 » Tue Nov 29, 2016 2:58 am

A beta version from all of my models conversions... check it out (feedback is welcome..)
on beta ver issues
-default skeletal anim
-not the original animations
-male ut death sound
-collission height its bigger than other models..
-i need to create a cool voicepack 4 it
Image
Image
Image


enjoy!
DOWNLOAD
http://www.mediafire.com/file/l3l4d2l0z ... arj4UT.rar
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Re: Unreal II Skaarj for Ut

Postby Dr.Flay » Wed Nov 30, 2016 3:06 am

Cool as ever..... but...
1) No double-posts within 24 hours please. You can edit and delete your posts here.
2) The link in the first post works fine, so you did not need to repost :tongue:
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Re: Unreal II Skaarj for Ut

Postby Nephew9999 » Wed Nov 30, 2016 3:22 am

Dr.Flay wrote:Cool as ever..... but...
1) No double-posts within 24 hours please. You can edit and delete your posts here.
2) The link in the first post works fine, so you did not need to repost :tongue:

Yup i edit the first post please delete the 2nd i dont know how :tu:
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Re: Unreal II Skaarj for Ut

Postby EvilGrins » Wed Nov 30, 2016 7:11 am

I haven't had a time to get into this as yet, as I'm catching up on shows I'm behind on. So this is a surface evaluation.

your textures are huge
Image

Despite being so large, your screenshots of your U2Skaarj in-game are very clear. However it's blurry in my games for some reason.

Possibly from shrinking the 1072x1072 textures to the model? Or a different graphic setup you're using?

If my ut2004's UnrealEd wasn't on the blink (dunno why) I was toying with extracting other skins made for the U2Skaarj there to use in skinning your model... but I can't access those at the moment.

I popped into Unreal2 to check the original skins:
Image
Not sure why, but I was curious if there was anything I could use.

So, it remains blurry... and it's got AdvancedModelSupport taunts built into it:
Image

Your team colors work great, although the structure of your .int is unfamiliar to me.
Nephew9999 wrote:-i need to create a cool voicepack 4 it

In my collection of voicepacks I use Hgrunt for a lot of my Skaarj. I forget what game it comes from but it sounds like a stronger version of the Skaarj Hybrid vp.

On a random note (not sure why) but when the model is just standing doing nothing, it seems to shift its center of balance so it's resting on its heels.
Attachments
hgrunt.zip
(671.32 KiB) Downloaded 87 times
http://unreal-games.livejournal.com/
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Re: Unreal II Skaarj for Ut

Postby Nephew9999 » Wed Nov 30, 2016 3:55 pm

EvilGrins wrote:Despite being so large, your screenshots of your U2Skaarj in-game are very clear. However it's blurry in my games for some reason.
Possibly from shrinking the 1072x1072 textures to the model? Or a different graphic setup you're using?
If my ut2004's UnrealEd wasn't on the blink (dunno why) I was toying with extracting other skins made for the U2Skaarj there to use in skinning your model... but I can't access those at the moment.
I popped into Unreal2 to check the original skins:
Not sure why, but I was curious if there was anything I could use.
So, it remains blurry... and it's got AdvancedModelSupport taunts built into it:
Your team colors work great, although the structure of your .int is unfamiliar to me.
Nephew9999 wrote:-i need to create a cool voicepack 4 it

In my collection of voicepacks I use Hgrunt for a lot of my Skaarj. I forget what game it comes from but it sounds like a stronger version of the Skaarj Hybrid vp.
On a random note (not sure why) but when the model is just standing doing nothing, it seems to shift its center of balance so it's resting on its heels.



-Ok let me see i think its render options i use S3TC texttures so this is mi render config
Spoiler: show
[D3D9Drv.D3D9RenderDevice]
ZRangeHack=True
NoAATiles=False
NumAASamples=8
UseAA=True
UseSoftwareVertexProcessing=False
UsePureDevice=True
UseTripleBuffering=True
MaskedTextureHack=True
SmoothMaskedTextures=False
SceneNodeHack=True
FrameRateLimit=150
SwapInterval=-1
UseFragmentProgram=False
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=True
DetailMax=2
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=16
Use565Textures=False
Use16BitTextures=False
UseS3TC=True
UseTrilinear=True
UsePrecache=False
UseMultiTexture=True
MaxLogTextureSize=8
MinLogTextureSize=0
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DetailTextures=True
UseDetailAlpha=True
DescFlags=0
Description=
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True


-About texture well i ihave to modify textures from original because its only 1 texture for each model and original model uses about 4 different textures..
- ill check the voice pack thanks! :tu:

(sorry 4 bad english) :oops:
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Re: Unreal II Skaarj for Ut

Postby EvilGrins » Wed Nov 30, 2016 5:03 pm

Nephew9999 wrote:-About texture well i ihave to modify textures from original because its only 1 texture for each model and original model uses about 4 different textures.

Most UT models have more than 1 texture per model (default Male Soldiers, for example, have 5 textures).
It was the original Unreal1 models that were 1 texture per model/monster.
Nephew9999 wrote:(sorry 4 bad english)

Still having my morning coffee, I hadn't noticed. :tu:
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Re: Unreal II Skaarj for Ut

Postby EvilGrins » Sun Dec 04, 2016 9:05 pm

As noted before, mine is a lot blurrier than Newphew's:
Image

Because the texture you used for the thing you primarily gave a white background, at the joints of the model there are distinct white lines. If you update this at some point I'd recommend using the default base color of the Skaarj's skin so those joints aren't so obvious.

Slapped it on 2 bots that were using a Male Soldier skin that's still a WIP, in with mostly other Skaarj, who are not as blurry as it is which makes for an odd contrast:
Image

Other thing I noticed was that the model's grunts (all models have built in sounds for when they get shot or land from a high fall) are human. You might wanna look into adding grunts from the SkaarjBerserker or something, so it sounds about right.

Think I'm gonna take a shot of re-skinning this with the included textures, just making them not advanced textures so it looks right.
Last edited by EvilGrins on Sun Dec 04, 2016 9:11 pm, edited 1 time in total.
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Re: Unreal II Skaarj for Ut

Postby UnrealGGecko » Sun Dec 04, 2016 9:10 pm

Nephew9999 wrote:
Dr.Flay wrote:Cool as ever..... but...
1) No double-posts within 24 hours please. You can edit and delete your posts here.
2) The link in the first post works fine, so you did not need to repost :tongue:

Yup i edit the first post please delete the 2nd i dont know how :tu:


Done :P
"NHL Rock The Rink" (PS1) announcer wrote:...And there are no stunt doubles in this game, folks!

My work for UT99: Counter-Strike VP, MaleOne+ & FemaleOne+ voicepacks (NEW!), DM-XC-NaliTreeV2 (from the ut99.org Xmas Contest mappack), my small spec of files at Google Drive

List of console converted maps, models & more!
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Re: Unreal II Skaarj for Ut

Postby EvilGrins » Mon Dec 05, 2016 1:06 am

By the by, as Rocky earlier made a SkaarjWarriorPlayer model, there's another thing off about this.

· Sktrooper model has 130 health at start.
· SkaarjWarrior has 150 health at start.
· U2Skaarj has 100 health at start.

All 3 of these models are larger than normal size; the U2Skaarj should have more health.

Maybe 140 so it fits between the other two, maybe 200 just to be evil.
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Re: Unreal II Skaarj for Ut

Postby Nephew9999 » Mon Dec 05, 2016 7:41 pm

EvilGrins wrote:As noted before, mine is a lot blurrier than Newphew's:
Because the texture you used for the thing you primarily gave a white background, at the joints of the model there are distinct white lines. If you update this at some point I'd recommend using the default base color of the Skaarj's skin so those joints aren't so obvious.
Slapped it on 2 bots that were using a Male Soldier skin that's still a WIP, in with mostly other Skaarj, who are not as blurry as it is which makes for an odd contrast:
Other thing I noticed was that the model's grunts (all models have built in sounds for when they get shot or land from a high fall) are human. You might wanna look into adding grunts from the SkaarjBerserker or something, so it sounds about right.
Think I'm gonna take a shot of re-skinning this with the included textures, just making them not advanced textures so it looks right.


im sure its render config.. may be ill try to reduce the resolution of texture to 640...
btw
deathsounds from skaarj hybrid would be nice? or u have a suggestion?
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Re: Unreal II Skaarj for Ut

Postby EvilGrins » Tue Dec 06, 2016 1:29 am

Nephew9999 wrote:deathsounds from skaarj hybrid would be nice? or u have a suggestion?

Hybrid's should work, though not just death sounds. Also fall sounds, got shot sounds, foot sounds, etc.
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Re: Unreal II Skaarj for Ut

Postby Dr.Flay » Tue Dec 06, 2016 11:11 am

If they are 1072x1072.... why are they not 1024x1024 ?
Old UE1 likes that size, eg. only use "regular" sizes;
256x256 - 256x512
512x512 - 512x1024
1024x1024 - 1024x2048
64x1024 ......
.....etc.

Have you set the texture LODSET to Skin ?
Image

The game Level Of Detail settings are separate for the map and models, so make sure the renderer settings are set for
HighDetailActors and DetailTextures
and under WinDrv.WindowsClient it should also have Skin and Texture detail set to High

@Nephew9999 I think you are missing some renderer entries in the config.
Open the renderer via the advanced options window (type "preferences" in the console), and making changes there will add any missing entries, and hide any that are not used.
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Re: Unreal II Skaarj for Ut

Postby Nephew9999 » Tue Dec 06, 2016 4:57 pm

Dr.Flay wrote:If they are 1072x1072.... why are they not 1024x1024 ?
Old UE1 likes that size, eg. only use "regular" sizes;
1024x1024 - 1024x2048
Have you set the texture LODSET to Skin ?
@Nephew9999 I think you are missing some renderer entries in the config.
Open the renderer via the advanced options window (type "preferences" in the console), and making changes there will add any missing entries, and hide any that are not used.


thanks for info, ill try 1024 on my future release skins
also remove empty entries in my render config! :tu:
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Re: Unreal II Skaarj for Ut

Postby Carbon » Wed Dec 07, 2016 12:29 am

Grins, you posted your .ini settings over at USP, and although you didn't post the section from the .ini which shows what renderer you are using, I'm guessing it's D3D.

I think - based on your screenshots - that you need to update your renderer. As I said over at USP, your R7 is capable of more than you ask of it and using a newer renderer and the accompanying .ini changes would give you a nice boost in overall visual quality and probably make the skin appear normal.

Anyhow, I think the skin looks good, so thanks Nephew!

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Re: Unreal II Skaarj for Ut

Postby EvilGrins » Wed Dec 07, 2016 2:08 am

Thanks Carbon!

So, I'm currently skimming through Unreal2's version of UnrealEd to see if I can find the texture for these:
Image

And as soon as I can figure out why my UnrealEd for ut2004 isn't working, I wanna grab textures for this:
Image

Basically, I wanna try to skin these onto your U2Skaarj model.

Anybody wanna see if they can convert this model into a monster? Imagine one of these chasing you exactly the same way it did in Unreal2!
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