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View Full Version : [MOD] New driving mod - UnWheel



legacy-[A]Shrimp
01-27-2003, 02:28 AM
Hiya,

Just wanted to let everyone know about my new mod, named UnWheel.

It's a driving mod which is all about fun driving. It's not dedicated to racing, or rallying or whatever else, but rather anything that's just fun to do in a four-wheeled vehicle.


Here's an early (taken a while ago, looks much nicer now with shiney paint and lights :cool: ) image of one of the trucks:
http://www.unrealza.co.za/shrimp/mods/unwheel/pics/media/fordxl150.jpg


I just need a modeler to help out with tweaking the models to fix some bad polygons here and there.


Check out the site at http://unwheel.shrimpworks.za.net/

legacy-Devastation 8
01-27-2003, 06:55 AM
OMFG, extreme riding!

legacy-§uper-]V[oose
01-27-2003, 07:14 AM
:eek::up: Looks great.

legacy-.!.Ph0rZe.!.
01-27-2003, 09:07 AM
Nice model, but change the name. "UnWheel"? Sounds like a retarded person trying to say "unreal". Say it in your head... "UnWheel"











UnWheel



UnWheel



Aghrrrrr.... :rolleyes:

legacy-Splatter{uD}
01-27-2003, 09:30 AM
Looking forward to it.
How about adding Twisted Metal gameplay?:D :cool:

legacy-kitzingmarko
01-27-2003, 10:37 AM
Originally posted by .!.Ph0rZe.!.
Nice model, but change the name. "UnWheel"? Sounds like a retarded person trying to say "unreal". Say it in your head... "UnWheel"











UnWheel



UnWheel



Aghrrrrr.... :rolleyes:

I like the name.

legacy-[A]Shrimp
01-27-2003, 01:01 PM
Just updated with a few new screenshots for you to check out :D

http://www.unrealza.co.za/shrimp/mods/unwheel/pics/media/screen4.jpg

legacy-Devastation 8
01-27-2003, 01:09 PM
Originally posted by [A]Shrimp
http://www.unrealza.co.za/shrimp/mods/unwheel/pics/media/screen4.jpg

Nice Skybox, lmao :haha:.

legacy-Doctor7
01-27-2003, 01:12 PM
Originally posted by [A]Shrimp
Just updated with a few new screenshots for you to check out :D

Nice. What sort of polycount on those models?

And the big question - are they a totally custom class or a subclass of KVehicle - in other words, will it be possible to add a small .u file and make them driveables in normal maps?

legacy-[A]Shrimp
01-27-2003, 01:38 PM
What sort of polycount on those models?

They range from about 3000 to 6000 :eek:. Although it sounds extremely high, the game still runs perfectly smoothley with all the vehicles I've added so far in view at the same time (and would support many more judging by the barely noticable FPS drop) on my fairly modest system.


And the big question - are they a totally custom class or a subclass of KVehicle - in other words, will it be possible to add a small .u file and make them driveables in normal maps?

All are a subclass of KVehicle, but I wouldn't like everyone just using them in any (non-UnWheel) maps, especially as the models require you to have permission to use them.

legacy-Doctor7
01-27-2003, 01:44 PM
Originally posted by [A]Shrimp
They range from about 3000 to 6000 :eek:. Although it sounds extremely high, the game still runs perfectly smoothley with all the vehicles I've added so far in view at the same time (and would support many more judging by the barely noticable FPS drop) on my fairly modest system.
Well, that's in the range for a player model and I'm guessing there are no more of these on screen at once than there would be players in a normal game.


All are a subclass of KVehicle, but I wouldn't like everyone just using them in any (non-UnWheel) maps, especially as the models require you to have permission to use them.
Fair enough, it will just be nice to have a few vehicles with different settings from the Bulldog to see how changing the properties affects them. And if this works online you've already solved one of the reasons mappers don't use vehicles - without tweaking, more than one Bulldog in a map doesn't work on line, and if you can't give one to each team they're not much use for gameplay.

legacy-ogi1056
01-27-2003, 01:49 PM
theres something wronge about the textures or s it the lighting

but thouse cars seem toasted

no offence

i think the textures are to low resoltuin

legacy-Doctor7
01-27-2003, 01:52 PM
Oh, and don't give up on the idea of bringing Monster Hunt to UT2003 until we see what Invasion actually is, my guess is it will be similar to MA but won't have the complexity of proper MH maps. And at least when the bonus pack is released, we'll have all the monsters again. I'm kind of hoping the new pawn controller system combined with the scripts in Invasion will give us the basis for putting monsters in any map, even using custom models.

As you might be able to tell, I'm something of a fan of maps with custom scripts. Between CTF/BR-Warzone giving us the equivalent of Unreal/UT's NBSpecials, Invasion giving us monsters, and you doing research into vehicles for UnWheel, there should be no excuse for boring maps :p

legacy-[A]Shrimp
01-27-2003, 03:09 PM
Originally posted by ogi1056
theres something wronge about the textures or s it the lighting

but thouse cars seem toasted

:weird: That's why I need a modeler. Some of the vehicles come with two layers of polygons very close together (inside and outside layers), and UT2003 doesn't handle that too well. The inner layer needs to be removed and they'll brighten up and look smoother.


As for multiplayer, one machine capable of running UT2003 is expensive enough, not to mention a spare one for testing :D. So when I've got some gametypes going, I'll have to start testing at LANs and stuff...

legacy-Doctor7
01-27-2003, 03:14 PM
Originally posted by [A]Shrimp
:weird: That's why I need a modeler. Some of the vehicles come with two layers of polygons very close together (inside and outside layers), and UT2003 doesn't handle that too well. The inner layer needs to be removed and they'll brighten up and look smoother.

Hmm. I take it from the above that you have someone's permission to use a set of models that were built for rendering rather than in-game use. If so, you were lucky to find such a low polycount :) The trouble is that getting rid of that kind of thing isn't suited to any of the automatic reduction tools so it's going to be a long manual job.

What format are they in? I'm working in Lightwave and it's not too good at maintaining smoothing groups when converting formats, so if they're anything other than LWO there's probably no point in me offering to help.

legacy-NeoNautica
01-27-2003, 04:04 PM
I was going to start a street racing mod from scratch, but figured we might be able to work together...

3D Max 5 is my program of choice for modeling, also decent with Maya 4... This is my current low poly project, a V22 Osprey (426 Polys). (http://images.deviantart.com/large/indyart/3d/Low_Poly_-_V22_Osprey_Map_01.jpg) Still working on textures for it and I've redone the unwrap since I posted that pic (similar parts overlap now).

I can make levels, cars, textures, and other graphics... Programming isn't my strong point, but I'm decent at it... kinda... lol

If you have AIM send me a message or just post something here...

legacy-blackgoldfish
01-27-2003, 09:37 PM
SWEETNESS

legacy-septemberstorm
01-28-2003, 08:56 AM
Looks great!

legacy-Verizondude
01-28-2003, 09:42 AM
When will they be ready for downloading?

legacy-Shatorb
01-28-2003, 12:15 PM
I just had an awesome brainstorm for you, go with a twisted metal type mod and im sure it will be a hit imo. ;) Driving around shooting missles at each other while playing chicken, or just ramming each other like a destruction derby.

Land mines, Fly Modifier, Heat Seeking Missles, Machine gun, Oil slick, ect ect

*DROOL*

legacy-Queuer
01-28-2003, 12:32 PM
Why dont you start to make a racing mod???? with these models, maybe a race with some of twisted metal action... These screens looks really great. Good work!:)

legacy-[A]Shrimp
01-28-2003, 03:30 PM
The original idea did include weapons and some of that type gameplay, but I'm leaving that all off for the moment. I just want to get the basics going then we'll add things like that depending on how things go.

As for Destruction Derby (one of my favourite driving games) style gameplay, that would be pretty pointless without real-time deformation of the vehicle body, and UT2003 doesn't have support for that sort of thing, especially as vehicles are staticmeshes, with the emphises on 'static' there ;).


So for the time begin, it's just 'driving' (of corse you can knock other cars around, they will roll and all that, but don't expect any kind of visual damage or anything). I have a number of gametypes planned which should be pretty fun and competitive.


I'm hoping to get an early version out within the next month or two. I don't really like mods which take forever to be made and eventually everyone looses interest, so I prefer to not make my mods like that :D.

legacy-Raz
01-28-2003, 03:43 PM
I love the name UnWheel!

It... You know.. FITS!!!!!!!11111:)

Sharpfish
01-29-2003, 01:40 AM
Heh - cool name!

Hope it turns out good, was thinking of doing a car mod myself before UT2k3 came out, but now there are at least 2.

btw get a MK1 MR2 Supercharger in there and I`ll defo download it (my car). Actually if anyone knows of a 3dsmax mesh of that car please tell...

Rgds
Sharpfish

http://www.realityfakers.tk

http://www.realityfakers.freeuk.com/gfx/sigbar.jpg

legacy-blackgoldfish
01-29-2003, 07:22 AM
for a damage system... divid the Cars into 5 different pieces.. that attache togather and move as one body, each part has 4 levels or Damage... each higher level has more damage, and when you take damage from a... it swaps StaticMeshes for one of a higher Damage level. Appearing tho its been damaged in realtime.

legacy-Teddie
01-29-2003, 02:18 PM
Originally posted by [A]Shrimp
Hiya,

AShrimp, dude. I've been checking out your website for this mod and I'm freaking excited about it...

I mean wheely wheely excited. (sorry).

But, really, this looks like it will be awesome. So good luck.

legacy-ogi1056
01-29-2003, 02:23 PM
eta ???

legacy-[A]Shrimp
01-30-2003, 02:14 PM
Well, I'm working on it day and night, and have one gametype up and running. I'm mostly messing around with the HUD at the moment... Darn confusing that :bulb: :D

legacy-ogi1056
01-30-2003, 05:54 PM
lol
great
good work ceep it up
...what about a beta?

legacy-ogi1056
01-30-2003, 05:54 PM
lol
great
good work ceep it up
...what about a beta?

legacy-[A]Shrimp
02-03-2003, 03:59 PM
Just an update ;).

I've posted some screens on the site showing off a new map in progress (and naturally some cars in it), and the first gametype is almost completed ;). I've also been tweaking the vehicles even more :).

I'm going to post a list of proposed and planned features on the site shortly as well, which should give a better idea of the direction the mod is moving in...

:cool: :D

legacy-WinterWolf64
02-03-2003, 08:27 PM
You will be able to get out fo the cars right? Also , they will have realistic damage like in GTA 3 too, right?

-=¤willhaven¤=-
02-03-2003, 08:52 PM
its really easy to delete polys like that... just select one poly on the inside then "expand selection" till you get to the polys you dont want to delete... hit delete... bye bye unwanted polys... repeat and clean up till its all gone

then re-add anything simpler you might need and UVmap the new polys

legacy-_ut=n00b_
02-03-2003, 09:06 PM
Originally posted by .!.Ph0rZe.!.
Nice model, but change the name. "UnWheel"? Sounds like a retarded person trying to say "unreal". Say it in your head... "UnWheel"











UnWheel



UnWheel



Aghrrrrr.... :rolleyes:
YEA :haha: :haha:
if u noticed that its good but otherwise u should rely change the name

legacy-Fearefect
02-04-2003, 03:10 AM
could you make a little tutorial on this r you using karma or what ?? please i just need the basics steps i have a few trucks and wheel models in the game but i cant make it to move (i imported to the ued as a static meshes) do i need to assign a vehicle actor and a wheel joint or what??? just write me the basic steps to make the model work as a vehicle or please make a little a tutorial please please

legacy-MikeSobe
03-03-2003, 02:54 PM
Looks like a fun MOD, how is it comming along?

legacy-jarnotjuh
03-03-2003, 04:00 PM
this will be the coolest mod ever!!

:D

legacy-NickB
03-03-2003, 04:40 PM
RELEASE IT NOW PLEASE! :D

legacy-Teddie
04-25-2003, 04:45 PM
They updated their site.

http://www.strategy-x.com/~unwheel/

legacy-MikeSobe
04-25-2003, 05:18 PM
Looks like it is comming along nice. How many maps are you planning on releasing with the MOD?

legacy-Teddie
04-25-2003, 05:21 PM
Originally posted by MikeSobe
Looks like it is comming along nice. How many maps are you planning on releasing with the MOD?

Mike, did you check out that video they put up no their site? Freakin' nice. I want this mod in a bad way.

legacy-MikeSobe
04-25-2003, 06:19 PM
No not yet, I am on 56k and I wanted to play UT 2003 in the 45 min I had. I will DL it tomorrow (I am leaving soon).

legacy-JaFO(JBE)
04-26-2003, 04:03 PM
It's looking wheely (;)) good and the name is perfect as is. :)

And LOL at the soundtrack for the video (Gran Tourismo 3 has the same song in the running demo for the game ;))

legacy-Teddie
05-07-2003, 03:22 AM
I just played the Alpha release of the UnWheel MOD.

I've got a freakin' boner over it.

This MOD kicks as$ IMO.

Grab the Alpha here:

http://www.strategy-x.com/~unwheel/

legacy-§uper-]V[oose
05-09-2003, 01:21 PM
It's a nice mod but how do I uninstall it. :bulb::confused::mad:

legacy-GOGETA_NL
05-09-2003, 02:34 PM
Originally posted by §uper-]V[oose
It's a nice mod but how do I uninstall it. :bulb::confused::mad:

why would you even want to uninstall it? :D hehe

legacy-§uper-]V[oose
05-10-2003, 06:26 AM
:sour:

legacy-nikoS
06-16-2003, 12:01 PM
it looks good, release the second alpha now!!!

legacy-191
06-16-2003, 01:33 PM
Just for having a Peugeot 206 in your car selection this mod is the best !

Peugeot OWNAGE !!!

jaybud4
06-16-2003, 06:20 PM
OMFG! Like UnrealSpeed only much, much, much more fun looking!Keep up the good work on it!oh, and BTW add more vehicles like the screenies.