New monsters

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EvilGrins
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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.
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Dr.Flay
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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.
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EvilGrins
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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
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
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EvilGrins
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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.
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Feralidragon
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Re: New monsters

Post by Feralidragon »

^ Holy shit!
Now only some debris and dust on that and it would be perfect. :mrgreen:
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Creavion
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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".
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Feralidragon
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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.
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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
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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.
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Re: New monsters

Post by AlCapowned »

Sorry, I didn't link to the actual post. It's the second post from the bottom.
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Creavion
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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
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My reactivated account on indiedb.com.
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EvilGrins
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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.
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EvilGrins
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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
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Re: New monsters

Post by MrLoathsome »

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