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Zombie Head [Update Version 1.0]

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    #31
    Originally posted by Hedge-o-Matic View Post
    Does anyone with coding experience know why there are all these hard-coded barriers to modding this game? What's the development philosophy behind this sort of thing? Is there some reason that, for instance, the Faction class can't be sub-classed, in order to create new factions? Why are obvious mod possibilities like new voicepacks so hard to create?...
    There are two problems :
    = the game knows there's a 'male ironguard' and a 'female ironguard'-class, but there's no way to tell the game that there is a new 'male custom faction'-class.

    = the interface is hardcoded to know about the known factions (ironguard, krall, liandri, ronin and 'random').

    I suspect the reason it doesn't work is because they probably considered that extra parts (like shoulderpads, helmets, new heads) would be enough. And I have to say that given the possibilities this feature offers it certainly is a lot more versatile than the old skin-replacement (you don't need to 'fake' details with textures you so can add a real ponytail to a head if you wanted to ...).

    One could say that the only 'real' victims are the total conversions. In 'regular' games the fact that you can change the appearance of a character through the use of a new shoulderpad or pair of goggles is more than enough as it keeps all models in roughly the same size/profile.


    // -- on topic --

    Although I do understand that it takes a bit of extra work to check everything fits I think the endresult worth it.
    And the 'head' is more likely to be used if players can use it with their favourite headgear.

    You could easily 'fix' this problem by classifying the 'head' as a 'helmet'
    then it would effectively become a mask that those models could use ...
    IT would also make it easier to add it to the UtCustomChar.ini as you would only have to add the part for both factions.

    Comment


      #32
      I call this file Final now!
      http://utforums.epicgames.com/showth...4#post25204394

      Its the first UT3 Model at Skincity :
      http://skincity.beyondunreal.com


      @ Hedge-o-Matic
      Yeah, all this barriers are very annoying! I remember Mark Rein talking about all the mod possibilities and now that, maybe we have to wait for patch 23 or something.
      I asked for infos in my final Thread, maybe i get some answers.

      @ JaFO
      Its just too different from the normal heads, the open mouth makes most of the facemask useless, I could put the head in place for the googles but they will never fit perfectly on the rough head shape.
      Making it a Helmet could be a good idea but i dont know if that works with the bones and deformations and there will be no Zombie selection pic in the Character choice

      Comment


        #33
        Originally posted by Hedge-o-Matic View Post
        Does anyone with coding experience know why there are all these hard-coded barriers to modding this game? What's the development philosophy behind this sort of thing? Is there some reason that, for instance, the Faction class can't be sub-classed, in order to create new factions? Why are obvious mod possibilities like new voicepacks so hard to create?

        Since this game was endlessly pitched as a content-creators wet dream, I find the endless problems experienced people are having to be very disturbing, and it's got to be discouraging to all those who thought they'd be able to create content for Ut3. Most of us aren't hard-core code jockeys and hackers.
        I agree... Besides, UT3 doesn't sell well at all, if the small community can't even mod it the way they want...

        Comment


          #34
          crazy wicked! if only custom heads worked on ps3

          Comment


            #35
            i think that the main reason for the barriers is for the ps3 owners, look at the innerds between this and the older ut's

            This is the first one with cooked/uncooked stuff, i mean
            Do you want your Zombie Head roasted or baked?

            i think its just to make sure everything you try to make work with ps3 users, sigh.

            i do think the attachment idea is a good idea... Zombie Helmet, Zombie legg, Zombie arm, Zombie open chested chestplate O_o

            which reminds me what would a zombie krall look like? oh that would be scary.
            Also i think a zombie girl would be good, have bits of hair and what not

            Comment


              #36
              Sickedy Sick Sick

              Comment


                #37
                @ Sarge-David
                A Zombie arm is the only thing that is really needed because of the skin of the iron guard arms, but i have to work on some other characters anyway
                I think a Zombie Krall wont like much different because they have allready a very ugly surface
                A Zombie girl head would result in a not very attractive female character... that dont fit to all the other UT3 female characters

                Comment


                  #38
                  Friggin awesome! I like zombies.

                  Two questions: Will other see my models on lan play? I suppose not, because they need to have the model. But what do they see then?

                  Second question: What modeling tool did you use?

                  Edit: lol auch aus Deutschland

                  Comment


                    #39
                    They need to have it installed to see it, if they dont they will see the default char, a ironguard male with helmet.
                    I used 3dsMax and Zbrush for modeling/sculpting.
                    Ich steh auch total auf Zombies

                    Comment


                      #40
                      D-man, I cooked this for the PS3 to see if it would work and it came out fine so if you want the file let me know.

                      Comment


                        #41
                        Of course, i want to release the file! Thx for the cook!

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