New monsters

Discussions about everything else
Post Reply
User avatar
EvilGrins
Godlike
Posts: 9668
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

New monsters

Post by EvilGrins »

A big reason I love being on multiple forums is I see a lot of stuff that's not on all of them. Some stuff only shows up on 1 or 2.

There's a new project being worked on to revamp the original monsters from Unreal1 that is simply amazing.

This is just silly.
[youtube][/youtube]
This is amazing!
[youtube][/youtube]

Whole thread:
http://www.unrealsp.org/forums/viewtopic.php?f=3&t=2652
Last edited by EvilGrins on Thu Nov 28, 2019 3:39 am, edited 2 times in total.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
User avatar
Dr.Flay
Godlike
Posts: 3347
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK
Contact:

Re: New monsters

Post by Dr.Flay »

Excellent, more monsters for my monsterspawn.

I have tried to sign-up there yet again, but I never receive the confirmation email. I have obviously checked my spam folders.
When I ask for it to re-send, it says no such account exists :pfff:
So I try setting up with a different email and it says, no-can-do this account already exists :mad2:

Maybe you would be so good as to post a link to my idea for a Titan/gamemode, seeing as I cannot join :noidea
http://www.ut99.org/viewtopic.php?f=7&t=2885#p34504

or copy and paste this post.
User avatar
EvilGrins
Godlike
Posts: 9668
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: New monsters

Post by EvilGrins »

Dr.Flay wrote:I have tried to sign-up there yet again, but I never receive the confirmation email.
I'll look into it · http://www.unrealsp.org/forums/viewtopic.php?f=1&t=2671
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
UT99.org

Re: New monsters

Post by UT99.org »

medor wrote:You can go here to for speak and register http://www.oldunreal.com/cgi-bin/yabb2/ ... 1345670574
User avatar
EvilGrins
Godlike
Posts: 9668
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: New monsters

Post by EvilGrins »

Even though I included a link to the source thread these are all from, above, I HAD to add this one!
[youtube][/youtube]
Last edited by EvilGrins on Thu Nov 28, 2019 3:39 am, edited 1 time in total.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
User avatar
Feralidragon
Godlike
Posts: 5489
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: New monsters

Post by Feralidragon »

^ Holy shit!
Now only some debris and dust on that and it would be perfect. :mrgreen:
User avatar
Creavion
Godlike
Posts: 4497
Joined: Sun Feb 17, 2008 7:23 pm
Personal rank: About to be non-act.
Location: Germany, Lower Saxony

Re: New monsters

Post by Creavion »

So it is indeed possible to EDIT animated vertex meshes without losing their existing animations. How it works however seems to be more or less a "insider secret".
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.
User avatar
Feralidragon
Godlike
Posts: 5489
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: New monsters

Post by Feralidragon »

You do loose the animations if you want to add skeletal animations, but as long you want to do just vertex animations (which are a pain), yeah, it was always possible in theory provided that some app would be made to read the _a.3d format.
AlCapowned
Experienced
Posts: 130
Joined: Mon May 16, 2011 2:45 am
Personal rank: Layman

Re: New monsters

Post by AlCapowned »

Creavion wrote:So it is indeed possible to EDIT animated vertex meshes without losing their existing animations. How it works however seems to be more or less a "insider secret".
He posted an explanation of what he did in this thread: http://unrealsp.org/forums/viewtopic.ph ... 3&start=45
User avatar
Creavion
Godlike
Posts: 4497
Joined: Sun Feb 17, 2008 7:23 pm
Personal rank: About to be non-act.
Location: Germany, Lower Saxony

Re: New monsters

Post by Creavion »

Oh, I thought it was done somehow with Oldunreals patch and some kind of additional "trick". I use UModel by myself.
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.
AlCapowned
Experienced
Posts: 130
Joined: Mon May 16, 2011 2:45 am
Personal rank: Layman

Re: New monsters

Post by AlCapowned »

Sorry, I didn't link to the actual post. It's the second post from the bottom.
User avatar
Creavion
Godlike
Posts: 4497
Joined: Sun Feb 17, 2008 7:23 pm
Personal rank: About to be non-act.
Location: Germany, Lower Saxony

Re: New monsters

Post by Creavion »

Ah, sounds very complex. But good thing there is a way at all to do this.
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.
User avatar
EvilGrins
Godlike
Posts: 9668
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: New monsters

Post by EvilGrins »

Then there's these guys...
Image
http://unrealsp.org/forums/viewtopic.php?f=3&t=2660

New classes of Mercenaries. Haven't tried them yet but they just look REALLY cool.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
User avatar
EvilGrins
Godlike
Posts: 9668
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: New monsters

Post by EvilGrins »

Lil' necro bump, but it's my thread so it should be cool.

The guy that made all these is pretty much done with the monster making. He was going to fix the playable Krall and make a Skeletal Skaarj Warrior that could be played... but not anymore.
http://unrealsp.org/forums/viewtopic.php?p=60113#p60113
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
MrLoathsome
Inhuman
Posts: 958
Joined: Wed Mar 31, 2010 9:02 pm
Personal rank: I am quite rank.
Location: MrLoathsome fell out of the world!

Re: New monsters

Post by MrLoathsome »

Everybody is bailing out on us.......
blarg
Post Reply