EDIT: For the record, the skin change thing was used in version "88" from November 1997 which had skaarj dressed as nazi..err no jokes, it had instead a "burned" skin that would get applied realtime each time smeone got burned by a lava or gasbag, incinerated damage death, we released the crispy skin mod with codex to this effect also.
It used the original "burnt.pcx", also this was obviously from a time when napalmgun was still present.
But in plain Unreal afaik they never implemented this. The old vigil zombies and u4e zombies also use texture change to make it appear like they are missing a leg etc when it's simply a masked trick applied realtime.
The chaosUT sword is a good example indeed as said by Jack. It's also being extensively used in Klingon Honor Guard, the first UEngine game that actually made it alive into the market aside from original Unreal.
It's also possible one of the early 1998 versions had damaged player skins hence the "male1gib etc" stuff, applied realtime but it got dropped. One of the mods I was developing but abandoned with a guy called DamianX was called BloodyBody and he provided set of skins for male2 that were used as overlay, however I couldn't convincingly retain it on corpses and maintain compatibility as he insisted it would be an overlay like the shieldbelteffect..
Original post below:
When is this editor from? Also what's the deal about that standalone 2.1 editor? I saw it in that nali thread, definitely used outside of 227i.
Also a bit unrelated, but here is a bit about unreal models, not brushes.
I know some engine licensees used autocad etc, but there was really not just a single way someone did something afaik.
Here is an exchange from when the Emissary team (cyberlore) licensed the Unreal engine early on and they had to deal with a model texture mapping editor without documentation (at first). The response is from David Carter (who passed away recently, just like dr sleep).
---------------------------------
From:
motornerve@swlink.net
To: "UnrealEd mailing list (confidential)" <
UnEdit@epicgames.com>
Subject: Re: Actor Building Questions
Date: Thu, 17 Oct 1996 10:38:30 -0700
Reply-to:
UnEdit@epicgames.com
Sender:
list@epicgames.com
X-listname: <
UnEdit@epicgames.com>
Cyberlore Guys:
>-We need to know the process of bringing in Pawns (that is, monsters) from a
>3D modeler (we're using 3DS Max), incorporating them into the Editor and
>texturing them. We need as much a nuts and bolts/step-by-step answer as
>possible, including detail like polygon count maxiumums, file formats, etc.
>We also need to know how they need to be built/optimized.
>
>I suspect this is a tall order
You'll have to talk to James at Digital Extremes, as far as importing and
texturing is concerned.
Polygon counts: We currently have nothing over 650 polys. This would most
likely be a "boss" type creature, placed in a very plain room. Most creatures
are averaging from 200-450 polys.
File Format: Currently we're using DXF out from 3DS r.4. I don't know if there
is any variance with DXF from 3DS Max. The export requires a single DXF for
each and every frame of animation.
Build & Optimize: Most of the creatures are a single seamless mesh. I'm using
Bones Pro, from Digimation, to perform the skeletal deformations. Optimization
is performed at the vertex & face level, using conventional modeling techniques.
Common sense - Be sure all face normals are "correct". 2-sided faces slow down
rendering. Use a slightly higher level of mesh density around the joints, to
facilitate bending. [*Note* There is a "snap" tolerance in the Unreal animation
engine. I believe it is set to .3 units. Try not to allow separate vertices to
pass within that distance of one another. If they do, they may become locked
together. James is the expert on this one.]
LMK if I can be of further assistance.
--Dave
Unreal Animator/Modeler