Player Customization

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
Zachariah
Chaotic Dreams Team
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Joined: Thu Jul 17, 2003 5:25 pm
Location: Wherever Dreams Go Stale.

Post by Zachariah »

on the subject of player customization , I would think it would be awsome to have some Player weapon customization. Such as having some Skins and alternate models for certain player objects such as Grapple cables , proxies , cutterblades , and Melee weapons.

this way a person could customize their proxies with Hats and different faces. or swap out their Cutter blades for more traditional Ripper Sawblades , (or Frisbees and AOL CD's) . Or have some nifty alternate designs for the grapple cable, such as chain link , rope , or energy beams. Throw in some different melee weapon skin variations (Rusty , ultra chrome , blue/red) and you have a spiffy way to customize your player in a cool and unique way.

but the big one I'd want to push is customizable proxies.

we could have a nifty variation of proxy accessory faces such as
an eyepatch.
=a big Toothy smile
=a top hat
=a cigar
=a pair of shades
=a Terminator(or :borg: proxy ) proxy face
=Various Proxy expressions (smiling , frowning , corresponding proxified faces such as those found in emoticons
=a beret
=a ballcap

and the list goes on

Perhaps we could make a user editable Proxy face system for skinnning and selecting the face of your proxies , that could be implemented in packages just like our spraypaint system. Personalize your proxies today!!!
ZCaliber
Posts: 16
Joined: Mon Jun 21, 2004 8:46 am

Post by ZCaliber »

If this player Customization got implemented into Melee duel (Maybe even an Instance into Chaos DM) This would truely make Chaos UT the best UT 2k4 mod... ever.
"Let's get together and explode!"
Mick
Posts: 171
Joined: Fri Jul 09, 2004 7:46 pm
Location: England

Post by Mick »

Custom proxies... what a great idea! :D
Reality is that part of imagination we all agree on.
TKATK
the magical link fairy
Posts: 2184
Joined: Sun Jul 20, 2003 10:16 am

Post by TKATK »

i think thats a great idea!but i think its not worth to go further than skins for costumization,models would propably be a little too time consuming
chaoskirina
Posts: 301
Joined: Mon Mar 29, 2004 1:05 am
Location: the milky way

Post by chaoskirina »

Pepito wrote:on the subject of player customization , I would think it would be awsome to have some Player weapon customization. Such as having some Skins and alternate models for certain player objects such as Grapple cables , proxies , cutterblades , and Melee weapons.

this way a person could customize their proxies with Hats and different faces. or swap out their Cutter blades for more traditional Ripper Sawblades , (or Frisbees and AOL CD's) . Or have some nifty alternate designs for the grapple cable, such as chain link , rope , or energy beams. Throw in some different melee weapon skin variations (Rusty , ultra chrome , blue/red) and you have a spiffy way to customize your player in a cool and unique way.

but the big one I'd want to push is customizable proxies.

we could have a nifty variation of proxy accessory faces such as
an eyepatch.
=a big Toothy smile
=a top hat
=a cigar
=a pair of shades
=a Terminator(or :borg: proxy ) proxy face
=Various Proxy expressions (smiling , frowning , corresponding proxified faces such as those found in emoticons
=a beret
=a ballcap

and the list goes on

Perhaps we could make a user editable Proxy face system for skinnning and selecting the face of your proxies , that could be implemented in packages just like our spraypaint system. Personalize your proxies today!!!
I like this idea! :D I really like it!
Image
ZCaliber
Posts: 16
Joined: Mon Jun 21, 2004 8:46 am

Post by ZCaliber »

The charecter customization went very well in a mod called Desert Crisis (A VERY cool mod that will always hold a spot in me heart.)

Basically, You customized your head, your weapons, how much armor you had (Which, in term would effect your mobility), and an ability of your choice.

Believe me... It was a great system. But take into consideration that it took a LONG time to do this.

The reason they pulled this off was because there was only one variable on all the models (well, besides weapons and such, but don't get off topic here) was the head.

Take into consideration that in UT2k4 there are a plethora of models each with different animations and etc. lining up all these accessorys and whatnot and... well... You see the problem.
"Let's get together and explode!"
Shadowstar
Chaotic Dreams Team
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Location: Arizona
Contact:

Post by Shadowstar »

Well, with some things, its as easy as attaching to a bone. For instance, a cigar is easy because we just use the same method we use for attaching arrows to a person, but use a cigar model instead, and attach it at the mouth (an offset can be used if neccessary). But for the rest of the effects it's even easier. Particles can be set to appear at any part of a model, using a bone reference system. In a testbed, I can make any part of any of the UT2k4 models emit particles. I can make colored smoke spew from the hands, particles circle the head, and I can even make a model's hand spew sparks when he uses the point animation (which looks really cool, looks like he's casting a spell). The trick is not to bind to the model itself, but rather to the bones of the model. That allows all sorts of cool effects to be generated.

The only problem is if someone is using custom models that don't follow Epic's skeletal structure. Then, the effects will appear in different places on the model, but then, depending on the model, it may still not look bad.
TKATK
the magical link fairy
Posts: 2184
Joined: Sun Jul 20, 2003 10:16 am

Post by TKATK »

i think its a great idea,and maybe it should warn about costum models or allow only some options to thoose?

If its possible,go for it!
lord_kungai
Posts: 711
Joined: Tue Apr 27, 2004 3:41 am
Location: Mumbai, India

Post by lord_kungai »

I'm all for customising player's atributes. Go Kaboodles!!!
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