Here are a couple of monsters.
http://www.megaupload.com/?d=BYW2LLME
Mirror: http://www.filefactory.com/file/cc3f9d3 ... nsters.rar
Are Packs simple, I like these packages because they take up much space on the maps.
The models come from:
http://skincity.beyondunreal.com/?secti ... s&gameid=1
i dont know who convert them into monsters
This package contains the known monsters
Impossiblebot
Kobra
Mullog
And Yoshi
Someone can create such packages using models from there?
For Example i making an MH StarWars map, and I would like to use an Darth Vader Monster
I dont Know nothing of Coding or Scrypts
Someone can help me with this?
Monsters From Model Players
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- Godlike
- Posts: 3774
- Joined: Fri Jan 14, 2011 1:53 pm
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Re: Monsters From Model Players
Ping me here T-Bolt or at my forum and I'll walk you through the process. It will require some light coding but once I show you what to watch for, it's not hard.
BTW I did ImpBot already for TMH-RobotFactory
BTW I did ImpBot already for TMH-RobotFactory
So long, and thanks for all the fish
- Creavion
- Godlike
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- Joined: Sun Feb 17, 2008 7:23 pm
- Personal rank: About to be non-act.
- Location: Germany, Lower Saxony
Re: Monsters From Model Players
Belongs to me more to the (Models and) Skins Section.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
- THUNDERBOLT
- Novice
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- Joined: Thu Nov 04, 2010 8:17 pm
Re: Monsters From Model Players
Tank you very much JackGriffin
Nice job with Impossible bot, i have somes ideas for darth vader pawn.
I would like to launch some electric power, or perhaps the use of force, like the one with the lightsaber weapon http://utdatabase.99k.org/files/ut99/mu ... tsaber.zip
Nice job with Impossible bot, i have somes ideas for darth vader pawn.
I would like to launch some electric power, or perhaps the use of force, like the one with the lightsaber weapon http://utdatabase.99k.org/files/ut99/mu ... tsaber.zip
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- Godlike
- Posts: 3774
- Joined: Fri Jan 14, 2011 1:53 pm
- Personal rank: -Retired-
Re: Monsters From Model Players
Let me outline the process so you kind of understand what is possible.
First you find the closest existing monster for what you want to do. For the ImpBot I chose the gasbag, since it flies and has a melee attack as well as a ranged attack. For a land-based monster you'll need to use (probably) one of the skaarj.
Once you decide you can then swap meshes. Replace the default skaarj mesh with the one you want to use. Now you have to run through the code for skaarj and scripted pawn and replace any broken anims with ones that exist in the mesh you choose. You can also make some behavior changes here too if you want, like stopping the skaarj from doing it's "roll" attack if you don't want that or replacing it's sounds with something more appropriate to your mesh.
Once you are happy with things then you just playtest and tweak how you want it. A couple of rules: no monsters use weapons except for certain skaarj classes. It's an easy change to swap projectiles on a monster but giving them a weapon means you are stuck with a skaarj base. Also if you use merc you'll need to address the shield/invulnerable, if you use queen you'll need to stop teleport (if you want)...stuff like that. Remember, they will still try to do everything they normally would, just with a "halloween mask" on them for lack of a better explanation.
First you find the closest existing monster for what you want to do. For the ImpBot I chose the gasbag, since it flies and has a melee attack as well as a ranged attack. For a land-based monster you'll need to use (probably) one of the skaarj.
Once you decide you can then swap meshes. Replace the default skaarj mesh with the one you want to use. Now you have to run through the code for skaarj and scripted pawn and replace any broken anims with ones that exist in the mesh you choose. You can also make some behavior changes here too if you want, like stopping the skaarj from doing it's "roll" attack if you don't want that or replacing it's sounds with something more appropriate to your mesh.
Once you are happy with things then you just playtest and tweak how you want it. A couple of rules: no monsters use weapons except for certain skaarj classes. It's an easy change to swap projectiles on a monster but giving them a weapon means you are stuck with a skaarj base. Also if you use merc you'll need to address the shield/invulnerable, if you use queen you'll need to stop teleport (if you want)...stuff like that. Remember, they will still try to do everything they normally would, just with a "halloween mask" on them for lack of a better explanation.
So long, and thanks for all the fish