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I have models! But am without knowledge of programming them into UT2k4

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    I have models! But am without knowledge of programming them into UT2k4

    Yeah, I have good ones, textures to go along with it.
    However I've hit a bump in putting them in.
    My stupid computer is not allowing me to put these into unreal and I will provide the models and textures, for anyone who wants to do this, as long as credit is due.
    I have the following...
    Gir
    Gir as a Dog.
    Diety Link.
    Sephiroth.
    Advent Children Cloud.
    Dante. [In the works]
    Sora [In the works]
    Riku [In the works]
    Anakin Skywalker [In the works]
    And there is more to come.
    Mind you, these are all rips, so I take no credit.
    If your interested just ask or pm me.

    Thanks in advanced
    xXx-Clown-xXx

    PS-I have a couple weapon models too, but I know that not many people would be up to this so this is just a side project if anyone wants to PM me about it.

    -Edit-
    Heres the screens.










    I'm working on the other ones right now.
    I don't have a screeny for Diety Link, but he does look very promising.

    #2
    I'm intrested, and could probably do it fairly fast, but I'd like to see screenshots first

    Comment


      #3
      Do you have them animated and rigged?

      Comment


        #4
        I do not, I use the UT2k4 skeletons on the game, and use them for a biped. The game, however, does not allow me to load them in for some reason.
        All you really do anyways is copy the animations from the character who has the same skeleton you used.
        But I cannot do this easilly for Gir because of his size.
        And my game gives me an error every time I try to put them into the game.
        Their also unplayable for the user, but the computer can use them as bots, and I can't fix this.
        But no I don't have them animated.
        Although Diety Link is already with the PSK.
        I could send you a zip folder of everything.

        Comment


          #5
          DO you have the UT2004 DVD edition? It has tutorials on the DVD on how to do it.

          If not go to www.3dbuzz.com

          The sign up, make apost in forums, then go to video training and find Unreal tutorials, and then the modeling tuts.

          If you've gotten this far, you really do not need me

          Just need to dig a little bit more, your almost there man.

          IF you import from maya, might make life much easier

          Comment


            #6
            Originally posted by Super Dante View Post
            DO you have the UT2004 DVD edition? It has tutorials on the DVD on how to do it.

            If not go to www.3dbuzz.com

            The sign up, make apost in forums, then go to video training and find Unreal tutorials, and then the modeling tuts.

            If you've gotten this far, you really do not need me

            Just need to dig a little bit more, your almost there man.

            IF you import from maya, might make life much easier
            Yes well this is where my conflict resides, I know nothing about Maya, but am increadibly gifted with 3DS Max. I also don't have it, but I think I can manage to get a crack for it. However these will be the only models I develope for UT2k4, and then I am to move to UT3. Thank you for your help though, it is greatly appreciated =]

            Comment


              #7
              I belive there is a way to export from 3dsMax? as well.

              They also have tutorials on the web somewhere how to get a character from 3DS into Unreal. Try google or the wiki.

              Also there is a free version of Maya PLE on the DVD versions of UT2004

              Comment


                #8
                Maya is in UT2003 CDs too.

                Comment


                  #9
                  Yeah he just said he has UT2004, and the thread is about 2k4, so I assume he does not have UT2003

                  Comment


                    #10
                    The point is that it's not on UAnthology (there are only .CABs there).

                    Comment


                      #11
                      Ah, good old Unreal Anthology...FTW

                      Comment


                        #12
                        good idea. do you have maya 7 or 3ds max?

                        Comment


                          #13
                          Originally posted by 1Lt Coagulator View Post
                          good idea. do you have maya 7 or 3ds max?
                          3DS Max 2008.
                          64 bit version.

                          Active X doesn't like to put my characters into correct PSK files.
                          At this point it doesn't matter, my stuff resides in my schools U: drive.
                          I have a whole 2 months to sit here and do nothing but think =]
                          Anyways as well as this, I am looking for someone to help me make a boss monster mod.
                          Making the bosses similar (behavior wise) to those in Zelda having specific weaknesses.
                          Any offerings to this project would be greatly appreciated.

                          Comment


                            #14
                            are you still working on them? because i want to see the diety link one

                            Comment


                              #15
                              to use ActorX your mesh must be bound to atleast 1 bone for you to be able to export to a skeletalmesh "PSK"

                              if you are gonna use the defualt animations your gonna need the default utskeleton as the bone names and rotations need to be the same

                              you can get the maya files here if your using 3ds max you can get the ut2003 character source from fileplanet you can get the skeleton from one of those rigs

                              postion your mesh to the skeleton dont manipulate the skeleton then smooth bind the skin,now tweak the skin wieghts if necceray then Apply different materials to the relevent parts of your of your mesh to give you the texture slots needed

                              assuming you have ActorX installed, Select the Root bone of your character and type axmain in the console

                              set the save path and the mesh name then klik save mesh/repose this should create a psk file

                              now jumping over to unreal editor open up the animation browser and open up a default player package like thundercrash or somthing now klik file>import psk your mesh should appear in the default pose switch the mesh back to a default player model then goto mesh>copy mesh properties.. switch back to your mesh and paste mesh properties, next klik animation and goto linkup animation and mesh you should now see you character animate :P

                              switch back to the default meshes unlink the animation from the mesh then delete the mesh from your package when your done save out you animation package in a new name

                              now you need to import your textures into the texture browser and apply them to your mesh via the animation brower you'll see the mesh tab on the right of the anmation browser the material or skin properties can be found there

                              to get it to show up as a player character you'll need to write a upl file open an existing upl file they can be found in your ut2004 system folder, copy a player line substituting your mesh head and body skins etc and save, start the game klik settings > player and voila a working player character

                              to create a moster your gonna have to create a monster pawn either by extending an existing monster from the satore monster pack called the nali fighter which is kinda lame but already uses the defualt ut 2004 animations or you can create your own by extending the skarrjpack.monster class although you need to setup the animation names and the notifies in your animation package as alot of monster functions rely on them being called by the animation

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