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    Cheburashka

    <-- get a 1920x1200 wallpaper too



    Name: Cheburashka aka Чебурашка or "cheburator​"
    Version: final 1.0
    Compatibility: any PC version (tested only with 2.1) (there is something like a PS3 version - test at your own risk)
    Description: scratch made model of a cute Russian cartoon character http://en.wikipedia.org/wiki/Cheburashka
    Comments: My second model. Made it just for fun and it actually is fun
    Screenshot:
    Credits: made by me
    Download: Cheburashka for UT3 (final 1.0) [Filefront 5.03MB]

    Features:
    • Fuzzy material!
    • Custom skeleton (custom body proportions, unused leg bones and "flappy" ears, but with original UT3 animations).
    • Full SDK (for extra parts, own textures, derivatives or anything) - available on request.
    • team colors
    • LOD meshes
    • custom faction
    • support for localized UT3 versions

    The actual cartoons with Cheburashka: http://www.youtube.com/watch?v=l0sPp1pdjEw

    #2
    nice model
    btw your link should look like this
    http://www.filefront.com/15441425/Ch...-final-1.0.7z/
    the one you have never loaded

    and heres a mirror on my site
    http://wickedhq.com/index.php?option...ileinfo&id=143

    Comment


      #3
      Dude this thing is shorter than Yoda!!

      Nice work, and nice small killbox.

      I notice no mention about voice *(does it use the demoguy voice)*

      Comment


        #4
        Thanks unrealloco for noticing link problem and the mirror is great also


        Speaking of Yoda, check out this Yoda: images.google.se


        The voice used is from Lauren, which I think fits nicely. Sure dedicated voice pack would be great, but I can not be bothered finding and preparing all those voice samples myself. I could make the voice pack if someone just gives me necessary .wav files. Here is the list of audio samples I made for JC Denton:
        Code:
                DyingSound=SoundCue'CH_DeusX.Audio.Eff_Cues.A_Effort_DeusX_Death_Cue'
        	HitSounds[0]=SoundCue'CH_DeusX.Audio.Eff_Cues.A_Effort_DeusX_PainSmall_Cue'
        	HitSounds[1]=SoundCue'CH_DeusX.Audio.Eff_Cues.A_Effort_DeusX_PainMedium_Cue'
        	HitSounds[2]=SoundCue'CH_DeusX.Audio.Eff_Cues.A_Effort_DeusX_PainLarge_Cue'
        	GibSound=SoundCue'CH_DeusX.Audio.Eff_Cues.A_Effort_DeusX_DeathInstant_Cue'
        	InstaGibSound=SoundCue'CH_DeusX.Audio.Eff_Cues.A_Effort_DeusX_DeathInstant_Cue'
        
        
        
        	TauntSounds(0)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_BraveryFirepowerA'
        	TauntSounds(1)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_CheckBackWithYouE'
        	TauntSounds(2)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_CleanThePlaceOutA'
        	TauntSounds(3)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_DontHaveTimeForGamesF'
        	TauntSounds(4)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_DontLikeYourBusinessD'
        	TauntSounds(5)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_DontLikeYourToneF'
        	TauntSounds(6)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_ItWasNothingB'
        	TauntSounds(7)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_JobForBotsD'
        	TauntSounds(8)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_JusedToBeOnMyOwnE'
        	TauntSounds(9)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_JustAPunkF'
        	TauntSounds(10)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_ListOfNSFCasualtiesF'
        	TauntSounds(11)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_LookedForwardToThisB'
        	TauntSounds(12)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_MyAdviceGetOutOfHereC'
        	TauntSounds(13)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_MyNameIsJCDentonD'
        	TauntSounds(14)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_NervsOfSteelE'
        	TauntSounds(15)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_NooneWawingWiteFlagE'
        	TauntSounds(16)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_PreparedForDutiesA'
                TauntSounds(17)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_SomePlaceToGoF'
        	TauntSounds(18)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_SonOfA*****E'
        	TauntSounds(19)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_ThatsItA'
        	TauntSounds(20)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_WhatsTheProblemA'
        	TauntSounds(21)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_WorkForUnatcoD'
        	TauntSounds(22)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_YouHaveProblemA'
        	TauntSounds(23)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_YouOutOfLuckD'
        	TauntSounds(24)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_YourChanceHeroA'
        	TauntSounds(25)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_YoureGonnaBurnE'
        	TauntSounds(26)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_YoureTalkingToMeE'
                TauntSounds(27)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_FederalAgentA'
        
        	TauntAnimSoundMap(0)=(EmoteTag=TauntA,TauntSoundIndex=(0,2,16,19,20,22,24,27))//Bring It On
        	TauntAnimSoundMap(1)=(EmoteTag=TauntB,TauntSoundIndex=(6,11))//Hoolahoop
        	TauntAnimSoundMap(2)=(EmoteTag=TauntC,TauntSoundIndex=(12))//Hip Thrust
        	TauntAnimSoundMap(3)=(EmoteTag=TauntD,TauntSoundIndex=(4,7,13,21,23))//Bullet To Head
        	TauntAnimSoundMap(4)=(EmoteTag=TauntE,TauntSoundIndex=(1,8,14,15,18,25,26))//Come Here
        	TauntAnimSoundMap(5)=(EmoteTag=TauntF,TauntSoundIndex=(3,5,9,10,17))//Throat Slit
        
        	WeaponTauntSounds[0]=None                                                                           /* Biorifle */
        	WeaponTauntSounds[1]=None                                                                           /* LinkGun */
        	WeaponTauntSounds[2]=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_ThisIsWhatMadeFor2'          /* Sniper */
        	WeaponTauntSounds[3]=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_ThisIsTerrible3'             /* Enforcer? */
        	WeaponTauntSounds[4]=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_MyVisionIsAugumented4'       /* ShockRifle */
        	WeaponTauntSounds[5]=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_NeverFeltBetter5'            /* ImpactHammer */
        	WeaponTauntSounds[6]=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_HelloThere6'                 /* Flak */
                WeaponTauntSounds[7]=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_Upss7'                       /* Rocket */
                WeaponTauntSounds[8]=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_WhatWasThatAgain8'           /* Stinger? */
        	WeaponTauntSounds[9]=None                                                                           /* "shardsofdestiny" */
                WeaponTauntSounds[10]=None                                                                          /* "DeathWarrant" */
        	WeaponTauntSounds[11]=None                                                                          /* "PackageDelivered" */
        
        	EncouragementSounds(0)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_Impressed'
        	EncouragementSounds(1)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_NotBad'
                EncouragementSounds(2)=SoundNodeWave'CH_DeusX.Audio.Taunts.A_Taunt_DeusX_SoundsLikeFun'
        
        	ManDownSounds(0)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_CantStopMe'
        	ManDownSounds(1)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_DontUndestand'
        	ManDownSounds(2)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_GetUsedToIt'
        	ManDownSounds(3)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_GiveUp'
        	ManDownSounds(4)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_Headake'
        
        	FlagKillSounds(0)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_AlreadyDead'
        	FlagKillSounds(1)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_AlreadyKilled'
                FlagKillSounds(2)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_HeIsDead'
                FlagKillSounds(3)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_JustAnotherParasite'
        
        	OrbKillSounds(0)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_AlreadyDead'
                OrbKillSounds(1)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_AlreadyKilled'
                OrbKillSounds(2)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_HeIsDead'
                OrbKillSounds(3)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_JustAnotherParasite'
                OrbKillSounds(4)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_TookHimOut'
        
        	AckSounds(0)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_AsYouWish'
        	AckSounds(1)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_DoMyBest'
                AckSounds(2)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_NoProblem'
                AckSounds(3)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_WhatEverYouSay'
                AckSounds(4)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_Oookey'
        
        	FriendlyFireSounds(0)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_FriendlyFire'
        	FriendlyFireSounds(1)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_WhoTheHell'
        	FriendlyFireSounds(2)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_YeaA'
        
        	NeedOurFlagSounds(0)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_EmergencyHere'
                NeedOurFlagSounds(1)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_SomeBadNews'
        
        	GotYourBackSounds(0)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_LeadTheWay'
        
        	SniperSounds(0)=SoundNodeWave'A_Character_CorruptEnigma.Mean_BotStatus.A_BotStatus_Corrupt_SurpressTheSniper'
        
        	InPositionSounds(0)=SoundNodeWave'A_Character_CorruptEnigma.Mean_BotStatus.A_BotStatus_Corrupt_UnitInPosition'
        
        	IncomingSound=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_EmergencyHere'
        	EnemyOrbCarrierSound=SoundNodeWave'A_Character_CorruptEnigma.Mean_BotStatus.A_BotStatus_Corrupt_EnemyOrbCarrier'
        	EnemyFlagCarrierSound=SoundNodeWave'A_Character_CorruptEnigma.Mean_BotStatus.A_BotStatus_Corrupt_EnemyFlagCarrier'
        	MidFieldSound=SoundNodeWave'A_Character_CorruptEnigma.Mean_BotStatus.A_BotStatus_Corrupt_Midfield'
        
        	EnemyFlagCarrierHereSound=SoundNodeWave'A_Character_CorruptEnigma.Mean_BotStatus.A_BotStatus_Corrupt_EnemyFlagCarrierHere'
        	EnemyFlagCarrierHighSound=SoundNodeWave'A_Character_CorruptEnigma.Mean_BotStatus.A_BotStatus_Corrupt_EnemyFlagCarrierGoingHigh'
        	EnemyFlagCarrierLowSound=SoundNodeWave'A_Character_CorruptEnigma.Mean_BotStatus.A_BotStatus_Corrupt_EnemyFlagCarrierGoingLow'
        
        	HaveOrbSounds(0)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_ThatsMe'
        
        	HaveFlagSounds(0)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_ThatsMe'
        
        	UnderAttackSounds(0)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_ALittleBusyRightNow'
        	UnderAttackSounds(1)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_NeedYourHelp'
        
        	AreaSecureSounds(0)=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_NotMuchActivity'
        
        	GotOurFlagSound=SoundNodeWave'CH_DeusX.Audio.Status.A_BotStatus_DeusX_AlrightForgetIt'

        Comment


          #5
          The best player character

          Comment


            #6
            zomg, that was unexpected

            Comment


              #7
              Could you make a tribal from jet force gemini

              Comment


                #8
                http://ut3.ut-files.com/index.php?di...al%201.0%29.7z

                Comment


                  #9
                  Lol it's cute. looks like a must have Character.

                  Comment


                    #10
                    очен хорошо!

                    Comment


                      #11
                      English: It's our Russian tale character. He-he... nostalgia!
                      Russian: Прикольная моделька, сразу вспоминается детство! Материал очень хороший подобран.
                      Автору респект! (Respect to author!)

                      Comment


                        #12
                        This is an excellent character for UT3, i'm wondering if to do a voicepack for it. However, i'm thinking of applying a twist of irony, it may not be the actual Chebrashka voice. I do have someone in mind, i'm saying no more right now, and don't worry, i'll ask permission before releasing it should I do the voicepack.

                        Syex

                        Comment


                          #13
                          Good to know that people like it. Thanks for the mirror as well and the link on Filefront is now permanent.

                          Syex, I would say a voice pack is very welcome. I don't mind if my models are reused, adopted or modified. I can send you my script source for Cheburashka and also JC Denton where I already have coded the whole voicepack if you are interested. Anyway if you make a voicepack in separate package like "Syex_voicepack.upk" and recook my Cheburashka script together with added voice pack scripts, then you can just release your package together with new cheburachka.u file (to replace existing one). Then your voicepack will be an extra add-on to cheburashka anyone can use and if you find another model you want to use your voicepack with, you will be able to quickly adapt your independent package.

                          Comment


                            #14
                            Mirror
                            http://www.utzone.de/forum/downloads...o=file&id=3441

                            Comment


                              #15
                              nice n fun idea; good job SDX

                              ...and nice to see UTZone back to buisness

                              Comment

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