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  1. #41
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    Quote Originally Posted by »{LW}«WaR` View Post
    OMG This is how the models should have looked in UT3. Is there any way you can release a tutorial or a converter to convert skins over to UT3? If you could make this you would be a hero to all of us.
    I dont like the new current fat models. Just doesnt look good.

    Me neither, everyone looks like they're on steroids, it takes out the realism, and just looks weird that everyone is like that.

  2. #42
    Redeemer
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    Sexellent work EvilEngine.

    Remember for the rest of you folks, the game is called "unreal" tournament so keep the "real" out of it. That word is blasphemous!
    Last edited by CVROY; 12-11-2007 at 05:51 PM.
    G for Grenade!
    http://gforgrenade.com

  3. #43
    Green_Day_584
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    i can't wait til i can make my own character... a WarMachine/Human hybrid with black sunglasses. no: he wont be terminator lol

  4. #44
    Palace Guard
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    Kickass stuff EE.
    "Yes, BattleFront 2 looks cool. However, the ability to capture a command post is insignificant next to the power to capture an entire planet."

    Avid supporter of RuneStorms "Ballistic Weapons" mod.

    Project Leader of UT3Dom (Domination).

  5. #45
    Banned
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    damn looks awesome

  6. #46
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    and what about this guys' bio?
    "For those who want to get better at games."
    http://76.freebb.com/noobpatrol/
    "The best Servers around. http://www.resolutionservers.com/gfc/

  7. #47
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    Quote Originally Posted by Contra View Post
    English? You speaks?
    It's not his fault you've never been to icanhascheezburger.com

    Xan somehow looks as detailed as the UT3 models. I'm rather surprised. This was a straight import of the mesh (with work for emissions and stuff)?

  8. #48
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    I am sorry guys for not having a release ready yet, as I spent 6 hours last night going over several different options to resolve the black part over the model's head while in game. I looked through source code and tried several different ways of making a custom faction/family but no result was satisfactory. So I stayed with one of the standard ones. Heres some of the issues I am running into at this time:
    If I use the Liandri male family(this chooses what skeleton the mesh uses for animations, gib fx and blood and also sounds) the model works but it uses the robot skeletal system and XAN looks all deformed. Reason for this is becuase I used the human male source .max to rig him, as epic never released a robot skeleton. Hint to Epic: Please release one guys, it's messing things up for anyone wanting to make a robot character!
    I also get a funky looking black bar over his face, like he is wearing black sunglasses. As funny and as cool as that sounds, it is an annoyance. I tried adding the "bnogoggles" option in the customchar ini but it doesn't change anything visual in the game as far as I can see. I even tried to import different types of XAN head parts, and even if I imported the head divided into facemask,head, and goggles the end result still comes out the same in the game. You do notice a bit more of the face being visible but theres something still not right and I can't explain it.
    Anyhow, tonight I am going to release him in the working state he is, and maybe the combined brainpower of everyone here can solve these issues with me and make this a community project and learn some things along the way.
    So expect something around 2 pm today, now im off to work.

    p.s One good thing I did find out, and thats how to keep your model looking as good in the game as it does in the preview room. More on that later

  9. #49
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    yay !


    a deformed xan will be funny!!! good work though

  10. #50
    Skaarj
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    Awesome!
    I'm really looking forward to get this.

  11. #51
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    That is just so awesome.

  12. #52
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    ohhh my dream will be so real now with xan kriegor^^i love you lol

  13. #53
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    Quote Originally Posted by EvilEngine View Post
    p.s One good thing I did find out, and thats how to keep your model looking as good in the game as it does in the preview room. More on that later
    Does this apply to the retail models as well? That would be very cool. Also thanks for working so hard on Xan, though I'm not a fan of the character I can appreciate hard work. Even if the model is a little...off atm I'm sure this is something that can be remedied in the future.

    Deepest Respect
    ~FalseEmperor
    Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

    "Illuminate them Captain." ~ Warmaster Horus

  14. #54
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    nice one! you're ACE

    now go make brok
    UT3 > UT99 > UT2K4 > UT2K3 ... NEXT!

  15. #55
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    Make sure to add a voice pack with it too.

  16. #56
    Iron Guard
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    Quote Originally Posted by EvilEngine View Post
    I am sorry guys for not having a release ready yet, as I spent 6 hours last night going over several different options to resolve the black part over the model's head while in game. I looked through source code and tried several different ways of making a custom faction/family but no result was satisfactory. So I stayed with one of the standard ones.

    Heres some of the issues I am running into at this time:
    If I use the Liandri male family(this chooses what skeleton the mesh uses for animations, gib fx and blood and also sounds) the model works but it uses the robot skeletal system and XAN looks all deformed. Reason for this is becuase I used the human male source .max to rig him, as epic never released a robot skeleton. Hint to Epic: Please release one guys, it's messing things up for anyone wanting to make a robot character!

    I also get a funky looking black bar over his face, like he is wearing black sunglasses. As funny and as cool as that sounds, it is an annoyance. I tried adding the "bnogoggles" option in the customchar ini but it doesn't change anything visual in the game as far as I can see. I even tried to import different types of XAN head parts, and even if I imported the head divided into facemask,head, and goggles the end result still comes out the same in the game. You do notice a bit more of the face being visible but theres something still not right and I can't explain it.
    From what I can see in the sources the "noGoggles"- and "noFaceMask"-options are used for helmets and such things to disable the Goggles/Facemask when a certain helmet is selected. That's how for example the Ronin and IronGuard manage to mix helmets with facemasks and goggles.
    Although I guess you already know that by now


    Anyhow, tonight I am going to release him in the working state he is, and maybe the combined brainpower of everyone here can solve these issues with me and make this a community project and learn some things along the way.
    So expect something around 2 pm today, now im off to work.

    p.s One good thing I did find out, and thats how to keep your model looking as good in the game as it does in the preview room. More on that later
    I'd definitely would like to know what is causing problems for the user-made factions as well, because that definitely needs solving.
    I wouldn't be too surprised if the problems is caused by a sneaky bug/feature in the code as some of this stuff can be next to impossible to trace. For all we know it may simply be an invisible mistake in the CustomCharacters.ini that lists the factions ...
    Q : Why ask Epic, when we can mutate the hell out of this game ?
    A : Because we need their help for the low-level stuff like a way to change the voicepacks for characters ...

    And to everything else "Less Whining, more Fragging and Mutating"

  17. #57
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    very good work!

    next brock soldier model

  18. #58
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    Ok heres a couple mirrors of the model download. It also includes the source art, which is a .max file with textures thats rigged to Epic's human male ut3 skeleton. To properly view it, use MAX 2008 in directx mode to view the realtime shaders.
    I spent way too much time trying to troubleshoot the issues with the model, so much it's making me not like the unreal engine too much right now. But maybe someone can figure out what the problem is with the black thing over his eyes or anything else that you may find.
    Does not include anything custom because its impossible right now. So no custom sounds, animations or even gibs. Xan is using the human Ironguard faction, becuase the skeleton is the one that Epic gave us and just becuase it seems to work best.
    Feel free to customize anything you want, just share what you do and or learn so everyone else can have fun too.
    Filefront:
    http://files.filefront.com/Xan+model.../fileinfo.html
    Rapidshare:
    http://rapidshare.com/files/76198722...el_EE.zip.html

  19. #59

    Thumbs up YYYYYYYYYYYYYYYYYYYayyyyyyyyyyyyy !

    finally download !!!!!!!!!!!
    = Buffy The Jedi Knight =

  20. #60
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    great model! As I said before I'm not a huge fan of Xan....heh that rhymed, anyhoo the model still looks great in game even with the black "sunglasses". I play a lot in third person and that enabled me to stare and admire how cool the character looks in UT3 and strangely enough he fits in just fine with the "darker, grungier" art direction this game has taken. Thank you once again for all the hard work.

    On a side note you mentioned something about allowing the "preview" characters to retain their quality in-game. I'm extremely interested in this. Is it a matter of tweaking .ini files or something more complex. No rush on the answer but I just wanted to see if you had any further details you would be willing to share. Thanks

    Regards,
    ~FalseEmperor aka False
    Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

    "Illuminate them Captain." ~ Warmaster Horus

  21. #61
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    Nice work man.

    I know you probably get ALOT of requests, but could you port some characters from UT99 and UT2004?

    If you decide to, I'll send you a message, or post here which ones I'd like.
    I want:Invasion-I want it to be EXACTLY like Invasion from UT2004, and I want the satore monster pack monsters included.Someone please make this.

  22. #62
    MSgt. Shooter Person
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    This is the sex.
    You rock <3

    But... how the hell do I use it? Where does all this stuff go?
    Last edited by Dark Quill; 12-13-2007 at 01:12 AM.

  23. #63

    Thumbs up Beta Xan ingame shots


    only add eye's effect then looks ok for me ...
    = Buffy The Jedi Knight =

  24. #64
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    EvilEngine, I'm in kind of a hurry, so don't have time to read through the thread. Perhaps try to create another head for Xan and make his helmet, well, a selectable helmet. Maybe that will take care of the black eyes.

    Other than that, a great model!
    Flickering Shadows in UT3 have been fixed with patch 1 beta 4 (finally).

    Lol, don't you guys know? The PC release was just a quick holiday-cash-in beta phase for the PS3 release...
    Where is Mark Rein to tell us that gamers know to expect quality from Epic's games?

  25. #65

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    Woah, awesome! XAN IS BACK!

  26. #66
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    great job man!
    can't wait for the final release

    agreed with buffy, add green eye effect than will be perfect ^^

  27. #67
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    downloading right now. if i have problems ill let you know.
    Last edited by Sharpshotoo7; 12-13-2007 at 06:37 AM.

  28. #68
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    Sorry I was tired when I posted the download links. But to clarify how to use this model, just copy everything into your my doc/.. UT3 folder and it should install into the correct directory structure. Which is the "Published" folder.
    I put directions how to add his proper ini settings in the folder called Xan_info which also includes his source art. Any problems you may have just post them here, I or someone will help you ASAP.
    Also to select him, you have to go into the Liandri Faction to select his name. He wont have a custom picture or anything yet as it just says Xan Krieger or something to that effect. Click the name and you will go into the selection room. For now don't try to customize him too much as it may give wierd results when entering the game. This is one of the odd things with this game , the selection room always looks perfect until you get into the game and notice things just don't seem to look the way you wanted.

  29. #69
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    Quote Originally Posted by *il_beppe* View Post
    great job man!
    can't wait for the final release

    agreed with buffy, add green eye effect than will be perfect ^^
    Thats the only bug that kills me right now becuase it is there, just look in the customize room to see how he REALLY looks. Somehow the game is adding a small mesh piece thats not textured there. It happens with any mesh I use for a head part, including just a simple square.
    I'll figure it out somehow , it's just one of those annoying new engine things

  30. #70
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    I think i might have a solution for the eyes. what if you make a circit board head to go under the helmet. just wonder if that would work.

    P.S. you are a god

  31. #71
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    I'm so downloading this. Thx EE!

  32. #72
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    Quote Originally Posted by Sharpshotoo7 View Post
    I think i might have a solution for the eyes. what if you make a circit board head to go under the helmet. just wonder if that would work.

    P.S. you are a god
    No thats adding more to the problem then solving the real issue which is a scripting procedure going on that needs to be toggled on or off properly.
    Vailias at beyondunreal's Skincity forum already seems to be on the right track, so go see what he is up to. Maybe more coding experts can pop out from the woodwork and see what they can do.

  33. #73

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    This is just great it ' s the first custom chars for ut3 and it ' s XAN !!, thx a lot EE you ' re da man !! have a drink on me ! cheers !!

  34. #74
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    Thumbs up

    Quote Originally Posted by EvilEngine View Post
    No thats adding more to the problem then solving the real issue which is a scripting procedure going on that needs to be toggled on or off properly.
    Vailias at beyondunreal's Skincity forum already seems to be on the right track, so go see what he is up to. Maybe more coding experts can pop out from the woodwork and see what they can do.
    thats good to here. still awsome job cant wait for final release and all the other characters to come.

  35. #75
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    What model do the other players see? The one from the beta?

  36. #76
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    Hoboy, I'm gonna download Xan right away! Watch out Matrix, Xan wants his throne back! Which reminds me, would it be possible to convert custom models from UT2003/2004 too? Like Megatron and Optimus Prime. Or XenoAisam's PASKAL models...

  37. #77
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    Wait a sec, I don't HAVE a UTCustomChar.ini
    What the heck? I've finished the campaign, I've played countless Instant Action matches.. I don't get it 0.o
    Last edited by Dark Quill; 12-13-2007 at 09:44 PM.

  38. #78
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    EE, plz port over your skaarj models. They are what i have been waiting for since 2005 and are the only reason that i know your screenname. If they need to be in separate parts, chop up whatever you already have!

  39. #79
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    Default Excellent.

    Great work, looks better in game than in the preview room in my opinion (lol).

    The only thing that I find kind of odd is that he uses the Ironguard voicepack and not the robot one. I have not yet found a way to change it. That aside, this looks pretty damn good. Once again, great work.

  40. #80
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    Hey EE, i noticed something: If i shoot with the Xan model, it seems as if he's shooting right out of his hip
    No big deal. I only noticed it because of the mirror in DM-BathroomIIIBeta1a but i thought i'd tell you.

    Here's a screenshot:


 
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