Needing an Invisible player model
Needing an Invisible player model
I know what youre thinking... What kind of cheapskate am I?
Well, I actually don't plan on using it online, but I need it for a video i'm working on in RTMS.
Would it be possible to make said skin if it doesn't exist allready?
Well, I actually don't plan on using it online, but I need it for a video i'm working on in RTMS.
Would it be possible to make said skin if it doesn't exist allready?
I've been playing UT for so long it's practically tradition.
- UnrealGGecko
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Re: Needing an Invisible player model
Would a mutator making you invisible satisfy your needs?
I imagine coding a mutator like that would be a lot easier than making a whole new player model. That said, I still don't know how to do it.
I imagine coding a mutator like that would be a lot easier than making a whole new player model. That said, I still don't know how to do it.
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Re: Needing an Invisible player model
Stealth is kinda in the right direction. But I need FULL invisibility. Like the Total Invisibility powerup in SWWM
I've been playing UT for so long it's practically tradition.
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Re: Needing an Invisible player model
Spawn a lot of invisibility.
Pick them up each time they are gone. lol.
You can use a keybind for that as well. Summon theinvisibility.code! Tada.
As far for the video stuff, I have no clue. Do u think you could use behindview 0?
Pick them up each time they are gone. lol.
You can use a keybind for that as well. Summon theinvisibility.code! Tada.
As far for the video stuff, I have no clue. Do u think you could use behindview 0?
Re: Needing an Invisible player model
Maybe its not invisibility I need, but some sort of command to stop drawing playermodels alltogether
I've been playing UT for so long it's practically tradition.
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Re: Needing an Invisible player model
So ....do you need floating weapons??? ...I don't get what you want.
Re: Needing an Invisible player model
Most of my footage will consist of Nukes, so even if I do get out of the way, I will still be visible. Weapons on the other hand are optional, but recommended.
I'm also trying to do a lot of Point-blank kills in the vid so that way it looks like they were killed from a distance. Trying to kill someone from a specific angle is harder than you think.
I'm also trying to do a lot of Point-blank kills in the vid so that way it looks like they were killed from a distance. Trying to kill someone from a specific angle is harder than you think.
I've been playing UT for so long it's practically tradition.
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Re: Needing an Invisible player model
So, as I understand, do you want to disable the HUD and the weapon on your first person view (+ hands) ...right?
If yes there is a command to do so ...I don't remember sorry.
If yes there is a command to do so ...I don't remember sorry.
Re: Needing an Invisible player model
I'll be using RTMS so the hud will be hid automatically.
I need 3rd person invisibility.
I need 3rd person invisibility.
I've been playing UT for so long it's practically tradition.
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Re: Needing an Invisible player model
That doesn't make sense ...if you can disable the hand and weapon on first person view ...why would you need a not rendered player-model in third person view? Are there more guys being recording simultaneous?
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Re: Needing an Invisible player model
Why 3rd person invisibility when you can use behindview 0?
I have no idea...
I have no idea...
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Re: Needing an Invisible player model
Probably he needs something, like Unreal 1 invisibility makes.
Wnhen picked, it sets bool bHidden=True and player dissolves in the air. But he only is flikering when shooting - become visible on a 1/10 or 1/100 of a second
Wnhen picked, it sets bool bHidden=True and player dissolves in the air. But he only is flikering when shooting - become visible on a 1/10 or 1/100 of a second
Unreal. Alter your reality..forever...
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Re: Needing an Invisible player model
Well, if the point is to just make the player fully invisible, all it takes is to create a full black texture (16x16 is enough, or even smaller than that is fine too), and in the ModifyPlayer function (in a new mutator) the player skins could be set to that black one, and the player rendering style could be set to either masked or translucent.
Although bHidden=True may look much simpler, it has some internal implications in the engine, and that property is checked for a couple of things, and thus to ensure that everything keeps working as they should, setting up a black skin that is then rendered fully invisible in specific styles is the way to go imho.
Although bHidden=True may look much simpler, it has some internal implications in the engine, and that property is checked for a couple of things, and thus to ensure that everything keeps working as they should, setting up a black skin that is then rendered fully invisible in specific styles is the way to go imho.
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Re: Needing an Invisible player model
An invisible cheapskate?UTNerd24 wrote:I know what youre thinking... What kind of cheapskate am I?
There's a some old DM & CTF maps, made by one excellent mapper from over a decade ago, featuring invisible monsters. You can sorta see them, but generally only when they're so close to you you're pretty much screwed at that point.UTNerd24 wrote:Would it be possible to make said skin if it doesn't exist allready?
I'll open up one of those maps tonite, if I still have them (blanking on the names right now) and check the display setup of the skins on them. Theoretically if I can copy those settings onto a model then it might be able to render it invisible.
I'll give it a go on a standard Male Soldier.
11:57pm 2/19/2014: Okay, yeah. Didn't work.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins