[UTRP] "UT 2341" port into Unreal Tournament

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Radi
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by Radi »

looks nice :) but could be better :ironic:
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by Torax »

Yep.
Maybe will add few more details to texture later. This is base tech of weapon
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by Radi »

as a base texture looks good, details are needed of course:)
You sure you can remake all of UT weapons?
.
and btw, how many 'surface groups' you used for that rifle?
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by Torax »

Impossible to add many more details, due that game render decreases texture quality. I want to make weps more detailed, but not for this version of engine (at least).
Yes, i not sure, i WILL remake all of UT weapons :mrgreen:

What do u mean under "surface groups"?
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by Radi »

;p I mean more details on texture itself, not polygon based details.

And by groups I mean.. hmmm dont know how this work in Blender, but in milkshape surfaces sharing the same texture is a group, and later each group is separated to make a UV wrap (unwrap?), so skin is made by that:
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by Torax »

I mean same. Textures will loose some of their sharpness, and smaller details will be losed also

If you about multiskins, i have 5 for the weapon. And one will be for hands
Last edited by Torax on Sat Jan 25, 2014 10:44 pm, edited 1 time in total.
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by papercoffee »

@Radi
It's called an UV-map ;)

@Torax
You should reconsider the texture for the gunstock...
This looks compared to the remaining rifle kind of ugly.
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by Torax »

You mean hand grip?
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by papercoffee »

Torax wrote:You mean hand grip?
That also ...but I mean the rifle butt/gunstock ...the thing on the rear end of the weapon.
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by Torax »

Got it.
What can you say about whole concept?
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by papercoffee »

The style as a whole is not bad, but it looks very NW3-ish texture-wise ...if you know what I mean.
You should try to keep in mind the original rifle texture as base for your remake.
And yes please, try to make all the UT-weapons, so we have a whole pack and not just a handful new weapon-skins. ;)

Edit--------------------------------
if it's too much for you alone ask other people to help you ...I'm sure there are enough people out there who could join your project.
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by Torax »

Heh..i don't think that somebody should help... Why somebody must help if they can create something that they want? Or just will complain for lack of time/skills/ideas etc.. If I will count on someone else, this project likely will never be finished...

I will make all the weapons, all the ammos, hope that also remake all efects for them (which based on moddels), and whole pickups. Insane bunch of work, but i will finish it even i'l start to die in agony tryin' to unwrap model :mrgreen:

About textures..i know that it is styled something like NW3. But i didn't found yet other ways to get textures looks properly. I don't want to see blurred skins, where all small details (that was draw, not modelled) look like blurry spots on the model...as engine does not supports anything that will improve quality, even detail textures can be used only for level geometry :noidea
Also if to take the fact that i'm not such a good texture creator.

EDIT
The other way for me, which is less painful - totally copy original design but make it smoother and with better quality. This model will stay for other packs. Probably better to go this way...
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by papercoffee »

Torax wrote: The other way for me, which is less painful - totally copy original design but make it smoother and with better quality. This model will stay for other packs. Probably better to go this way...
Make it es you like :wink: ...but, this Idea sounds now very promising.

It would be so great if this old engine would support displacement mapping.
You could make visible physical details without raise the poly-count.
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by Torax »

papercoffee wrote: It would be so great if this old engine would support displacement mapping.
You could make visible physical details without raise the poly-count.
Shadow promises goodies like this. But he needs time to implement stuff. The good new of all - it is now possible more than before.
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Re: UT Remodelling Project (UT SDK addon in closest future)

Post by papercoffee »

Torax wrote:
papercoffee wrote: It would be so great if this old engine would support displacement mapping.
You could make visible physical details without raise the poly-count.
Shadow promises goodies like this. But he needs time to implement stuff. The good new of all - it is now possible more than before.
Well ...displacement mapping is something totally different than bump mapping.
I know his work (he is part of the Food Fight dev-team) but I doubt that displacement mapping can be "easily" implemented in good old UT99. :wink:
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