New monsters

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OjitroC
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Re: New monsters

Post by OjitroC » Tue Apr 13, 2021 1:06 pm

EvilGrins wrote:
Tue Apr 13, 2021 11:18 am
This is from the TitanX.u and it's called a KstoneTitan, but I'm not sure that to make of it. Only checked it out in UnrealEd so far. My aim is to open everything, place it onto a test map, then pop in to see what's viable.

Added: This may be something that was listed as part of Honor Guard but actually wasn't. Feels like a player edit.
I don't think that the KStoneTitan has anything to do with KHG. Not the type of thing that would be in it plus TitanX doesn't use anything from KHG or the Unreal port called Klingons.

No idea why the KStoneTitan appears the way it does - it uses the normal Titan skin plus multiskins from UnrealI/Unrealshare (GreenSkull icon and Jtree textures). Looking at the Display properties, for some reason both bCurvyMesh and bParticles are set to True (normally set to False) and perhaps this is the reason for the appearance with what I take to be a bitterfishschool icon.

Not sure the KBoulder works as a projecticle as I think the Titan's projecticles are hard-coded and there is no code in Titanx to change that - but I could be wrong.

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EvilGrins
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Re: New monsters

Post by EvilGrins » Tue Apr 13, 2021 1:59 pm

OjitroC wrote:
Tue Apr 13, 2021 1:06 pm
No idea why the KStoneTitan appears the way it does - it uses the normal Titan skin plus multiskins from UnrealI/Unrealshare (GreenSkull icon and Jtree textures). Looking at the Display properties, for some reason both bCurvyMesh and bParticles are set to True (normally set to False) and perhaps this is the reason for the appearance with what I take to be a bitterfishschool icon.
Its weird looking but it's kinda cool watching it move (exactly like a normal titan but all those "chess pieces" wobble almost like they're barely maintaining the form) which no screenshot can convey but still...
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