New monsters

Discussions about everything else
User avatar
Dr.Flay
Godlike
Posts: 3348
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK

Re: New monsters

Post by Dr.Flay »

AlCapowned is a member here.
It does not mean he will not be making other stuff.
User avatar
EvilGrins
Godlike
Posts: 10156
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: New monsters

Post by EvilGrins »

MrLoathsome wrote:Everybody is bailing out on us.......
We must brainwash the next generation so that they may incorporate cool new stuffs for us!
Dr.Flay wrote:AlCapowned is a member here.
Yeah, when I went looking for this old thread I found 2 much older others of his on these 3 new merc classes.
User avatar
EvilGrins
Godlike
Posts: 10156
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: New monsters

Post by EvilGrins »

Necro-bumpish... but it's my own thread so that should be okay.

The other day I managed to find monsters I had medor didn't have, so I sent him those, but while I was poking around I saw something new he had I didn't.

This · http://unrealtournament.99.free.fr/utfi ... e=Boss.zip

I've got screenshots for this at home, but I'm at work... may add later if there's any interest.

Basically this is a monster that looks exactly like the XAN boss from ut99, comes with the default skin plus the Brass skin added.

Summons:
boss.boss
boss.brass

There's also weapon summons but there's a readme for that. Though it tends to hold weapons at an odd angle when not chasing you, it's important to give this boss-monster a weapon for 1 reason...

...it can't be killed when it's not holding a weapon!

I tried redeemers, instagib, NW3, and everything short of telefragging. Nothing makes a scratch. The moment it picks up a weapon you can kill it as easily as you can kill anything else, that has 500 health.

Also uses clips from the Xan voicepack as it's sounds... which is kinda cool.

Oh, one last thing... even when it doesn't have a weapon it can still kill you. It just sort of runs up to you and tears you in half.
User avatar
papercoffee
Godlike
Posts: 10507
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.

Re: New monsters

Post by papercoffee »

It's not a bug, it's a feature!!!
User avatar
EvilGrins
Godlike
Posts: 10156
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: New monsters

Post by EvilGrins »

papercoffee wrote:It's not a bug, it's a feature!!!
Being unkillable isn't a bug?
User avatar
papercoffee
Godlike
Posts: 10507
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.

Re: New monsters

Post by papercoffee »

EvilGrins wrote:
papercoffee wrote:It's not a bug, it's a feature!!!
Being unkillable isn't a bug?
Well it's obviously a bug ...but we kept saying this line as a joke in my office whenever we noticed bugs in our product after release.
User avatar
EvilGrins
Godlike
Posts: 10156
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: New monsters

Post by EvilGrins »

This is a shot of the boss monster, both normal and brass version:
Image

They carry a rifle, not seen here because I was using instagib which kinda eliminated it for that match, which is unbelievably powerful. Whoever decided to make this boss monster wasn't really planning on anyone surviving it... though you can get their weapon if you kill them (which as stated above is NOT easy)
User avatar
papercoffee
Godlike
Posts: 10507
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.

Re: New monsters

Post by papercoffee »

So ...how did the creator manage to get the pot handle translucent? Is it possible to erase it complete?
I really love the Xan model and want to use it for other skins but without the rear spoiler.
User avatar
EvilGrins
Godlike
Posts: 10156
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: New monsters

Post by EvilGrins »

papercoffee wrote:So ...how did the creator manage to get the pot handle translucent? Is it possible to erase it complete?
No idea. Personally I always liked the handle but even back in the day there were a few Boss-skins that had been edited not to show it.

These 2 didn't have it:
Image Image

Technically the SHOC skin didn't either, it had a variant little red triangle... but as I said, I don't have a clue how to do that in skinning.

This Boss-monster has that greenish one, as you saw in the screenshot, but sometimes under certain lighting conditions it turns completely invisible.
User avatar
Feralidragon
Godlike
Posts: 5498
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: New monsters

Post by Feralidragon »

papercoffee wrote:So ...how did the creator manage to get the pot handle translucent? Is it possible to erase it complete?
I really love the Xan model and want to use it for other skins but without the rear spoiler.
He probably exported it (along with the animation), opened it with UnrealFX, modified those polys alone, saved, and re-imported.
User avatar
papercoffee
Godlike
Posts: 10507
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.

Re: New monsters

Post by papercoffee »

Feralidragon wrote:
papercoffee wrote:So ...how did the creator manage to get the pot handle translucent? Is it possible to erase it complete?
I really love the Xan model and want to use it for other skins but without the rear spoiler.
He probably exported it (along with the animation), opened it with UnrealFX, modified those polys alone, saved, and re-imported.
So... technically is this not a standard Xan Model, it's an new model based on the original one. right?
User avatar
Feralidragon
Godlike
Posts: 5498
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: New monsters

Post by Feralidragon »

Yeah, pretty much.
User avatar
papercoffee
Godlike
Posts: 10507
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.

Re: New monsters

Post by papercoffee »

But doesn't you have to recreate the animation as well when you edit the polygons?
Is this maybe interesting stuff for a separate thread/discussion?
User avatar
Feralidragon
Godlike
Posts: 5498
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: New monsters

Post by Feralidragon »

papercoffee wrote:But doesn't you have to recreate the animation as well when you edit the polygons?
Well, you can export both the model and its animation (_d.3d and _a.3d respectively). The engine stores everything you need to know to be able to export both, and adding to that there's information on how the .3d files are formatted and about the basic structure in which one is saved as, and although I know there's a tool that does that, I don't really remember its name but it's certainly possible.
papercoffee wrote:Is this maybe interesting stuff for a separate thread/discussion?
If you wish to extend it further, yeah.
User avatar
EvilGrins
Godlike
Posts: 10156
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: New monsters

Post by EvilGrins »

Homer Simpson monster?
http://unrealtournament.99.free.fr/utfi ... =Homer.zip
Image
Apparently there's a series of these bot conversions.

Monster has about 600 health, uses standard weapons. If he doesn't have a weapon Homer will tear you apart with his bare hands.

He's got a Homer voicepack built into him.

Glitch:
Homer monster has his own weapon, not surprisingly beer themed. Small problem if you pick it up, it basically destroys your weapon inventory.

Hard to explain. If you have 4 weapons, you'll lose all but 1 of them. Everytime you pick up a weapon after that, you'll lose the 1 you previously had. Seems to stay like this until you restart the match.