opticon, you have a fantastic imagination, but do you really think this will work in a game like UT? probably with the UT engine, but the concept of UT is simplicity. Survival of the fittest. Equality in all character statistics (I.E: no intelligence, strength, etc.). Your game would be a cool MMORPG though.opticon wrote:blah blah blah
(sorry, just too long to quote)
hello im new here
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i have been waiting for someone to decide to make this,butopticon wrote:// Oh my god long
1.Doing it alone will be impossible,UT is much harder to mod than MW,MUCH(also the results are MUCH more spectacular) so i suggest you get a team
2.Great idea,i suggest you release parts of it first(Augs only,Stats only) to get feedback
truthfully yes i am looking for a team. no im not asking if you guys want to help. your more then welcome to if you want. but no. the point of this
game is to simulate a mmorpg with single player. and diablo II style multiplayer. i have played a couple mmo's i love ffxi but the problem with it is you need a party to get anywhere. and sometimes you have to wait hr's for even a crappy party. i want a game that has the feel of the mmo but with the single player aspect that one could keep to them selfs if they wanted. but if they wanted to go online with a hand full of friends. then yah they have that choice. what im wanting to do isnt going to be a short thing by any means. but it will be gorgious. and yes i think the unreal game can handle this fully. i mean come on look at duse ex it has some of the style i want and that was on the old ut 99 engine. now we have more power more ability to do what we want. its just going to take alot of codeing and modeling and animateing. but if i have to do this my self i will and i will do it as mutators till i get good at coding then im going to sit down and right my own gametype and put it all together. i learn at a very scary rate. i think if i have to i can be some what good at codeing by next month. i would defanatly beable to wright my own game type. but then i would have to do nothing but that almost till i get it down. im an excelnt modeler im getting there with animation. soon i will have the basics of uscript down too. there is nothing i cannot do if i realy want to do it.
this is not just for fun for me. this is my life this is what i do. this is what i want to be doing 30 years from now. i want to make games that will make people go omfg i have never seen that done befor and man is it great. i want to do something that will get my name in to the mouths of gamers around the globe. and i will. it just takes time. and i will work hard and grow with every second of every day till it happens. then im going to push harder and get farther.
im not slowing down for anyone.
i have a model with a hand holding a gun in first person view in unreal and no there not one mesh there two meshes with a bone for muzzleflash
all i have to do is learn how to get it to be textured like its suppose to be and to get it to recive the animations i have layed out for it. and to be pointing in the right direction. so far it points. <- -> that way insted of ^ that way. but i will get it right.
i have set my goal and i will reach it. it would be nice to have help on the way but i dont expect it. hell i have gotten this far on my own with very little help from others its lonely but it can be done. no i dont enjoy being alone on this but damn it is satisfieing to see something i do and learn my self. but its more rewarding when i can find people that are intrested in my ideas and want to help i have one mapper already hes great but man is he slow. but all good things come in time. any way. thank you for takeing the time to read this and my long mod idea. and any help you guys can give is always appreciated. as a matter of fact im going to agnowledge you all in my mod for helping me with what you have so far helped me with. chaos rules for ever.
game is to simulate a mmorpg with single player. and diablo II style multiplayer. i have played a couple mmo's i love ffxi but the problem with it is you need a party to get anywhere. and sometimes you have to wait hr's for even a crappy party. i want a game that has the feel of the mmo but with the single player aspect that one could keep to them selfs if they wanted. but if they wanted to go online with a hand full of friends. then yah they have that choice. what im wanting to do isnt going to be a short thing by any means. but it will be gorgious. and yes i think the unreal game can handle this fully. i mean come on look at duse ex it has some of the style i want and that was on the old ut 99 engine. now we have more power more ability to do what we want. its just going to take alot of codeing and modeling and animateing. but if i have to do this my self i will and i will do it as mutators till i get good at coding then im going to sit down and right my own gametype and put it all together. i learn at a very scary rate. i think if i have to i can be some what good at codeing by next month. i would defanatly beable to wright my own game type. but then i would have to do nothing but that almost till i get it down. im an excelnt modeler im getting there with animation. soon i will have the basics of uscript down too. there is nothing i cannot do if i realy want to do it.
this is not just for fun for me. this is my life this is what i do. this is what i want to be doing 30 years from now. i want to make games that will make people go omfg i have never seen that done befor and man is it great. i want to do something that will get my name in to the mouths of gamers around the globe. and i will. it just takes time. and i will work hard and grow with every second of every day till it happens. then im going to push harder and get farther.
im not slowing down for anyone.
i have a model with a hand holding a gun in first person view in unreal and no there not one mesh there two meshes with a bone for muzzleflash
all i have to do is learn how to get it to be textured like its suppose to be and to get it to recive the animations i have layed out for it. and to be pointing in the right direction. so far it points. <- -> that way insted of ^ that way. but i will get it right.
i have set my goal and i will reach it. it would be nice to have help on the way but i dont expect it. hell i have gotten this far on my own with very little help from others its lonely but it can be done. no i dont enjoy being alone on this but damn it is satisfieing to see something i do and learn my self. but its more rewarding when i can find people that are intrested in my ideas and want to help i have one mapper already hes great but man is he slow. but all good things come in time. any way. thank you for takeing the time to read this and my long mod idea. and any help you guys can give is always appreciated. as a matter of fact im going to agnowledge you all in my mod for helping me with what you have so far helped me with. chaos rules for ever.
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then best o' luck opticon.
Enjoy making the mod.
BTW: I didn't know Deus Ex was made on the UT99 engine. Cool!
Enjoy making the mod.
BTW: I didn't know Deus Ex was made on the UT99 engine. Cool!
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you bet i will. lol realy the only help im asking for is the abillity to ask lots and lots and lots of questions. now that i have gotten a model in the game gotten it to show up now all i need to do is learn how to tweak it.
here is a picture of my automag ingame.

it workes but not the way i want it too. i need to add code to get it to work thats where im at a loss. any way thanks alot guys.
here is a picture of my automag ingame.

it workes but not the way i want it too. i need to add code to get it to work thats where im at a loss. any way thanks alot guys.
i suggest you read up on tutorials,and ask modding questions
http://www.ataricommunity.com/forums/fo ... orumid=249
you will get better/faster responses and team aplications there(also there should be links to coding tuts in there)
and nice weapon,i would suggest not making hands, as it is impossible to make them match the model(and look nice), unless you limit the model selection.
http://www.ataricommunity.com/forums/fo ... orumid=249
you will get better/faster responses and team aplications there(also there should be links to coding tuts in there)
and nice weapon,i would suggest not making hands, as it is impossible to make them match the model(and look nice), unless you limit the model selection.
Well, it could be possible to have each model linked to a hand model with specific animations, and have a gun model attached to that. Frag-Ops does something like that, but they only change the skins. Methinks it'd be cool if Chaos could ever implement something like that.TKATK wrote:i suggest you read up on tutorials,and ask modding questions
http://www.ataricommunity.com/forums/fo ... orumid=249
you will get better/faster responses and team aplications there(also there should be links to coding tuts in there)
and nice weapon,i would suggest not making hands, as it is impossible to make them match the model(and look nice), unless you limit the model selection.
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yeah it would . although that would be far too much work to do for this version of chaos. what with epic's 100 something playermodels stock. and then the chaos ones. all of those we would need to support. and then it still wouldnt always work due to Custom models.
(yeah I know im probably overestimating there). but modelling , skinning , and animating , and then coding that many Hand models just for a graphical improvement seems like far too much work.
(yeah I know im probably overestimating there). but modelling , skinning , and animating , and then coding that many Hand models just for a graphical improvement seems like far too much work.
Well, it wouldn't have to be a 'we have to do this RIGHT NOW!' sort of thing, I'd figure that it could be slowly worked on over the course of many releases and then finally released at a much later date, as for custom models, we could keep the 'handless' models in the game for any model that doesn't designate a weapon hand model, and also for those who want to turn the hands off for a slight FPS bump. All the guns would still have the same first person model, but there would be an option to show hands or not. The modeling and animation of the hands would be the tricky part; that's why I say it would be slowly worked on over the course of several major releases and then released to the public.
Chaos did that with all of the previous versions. In CUT2 we opted to follow what epic was doing with the weapons and not show hands because of the sheer number of diffrent model types and it would make for better blending into the original game. So, Yes we can do it, but we didnt want to because we wanted to blend. If you check back we have done it in the past almost all of the time though. heh
The Dark Side of Chaos.
Yeah, I know that previous versions had that, but I was thinking it would be cool as a long term project to allow players to choose the option of seeing model based hands on weapons. I know that the goal of the 'no hands' thing was blending in with vanilla UT, but it'd be quite spiffy if as a long term project we could change both Chaos and vanilla first person weapons, I think it'd be a neat thing that'd help bring people 'into the game'. The no weapon hand thing to me seemed like Epic was too damn lazy to deal with animating that, and just wanted to push UT2k3 out a month or so earlier. When I first played UT2k3 I felt that that was kinda a cop out thing for Epic to do. Understandable, as they are in the business of making money, but hands would've added something just a bit extra, like the amp that goes to 11. That extra 'umph'.
Ill do you one better..... Ever played The Cronicles of Riddick, Escape from Butcher Bay? The game is done in a 1st/3rd perspective. Meaning that if you look down you can see your feet and chest. As you move parts of the body move into and out of view to match the animations that you would expect. It creates the perfect atmosphere for the game.
There have been problems doing this for MP online games. The only game that i have seen that attempted it was Tribes 2. It was great all the way up to the chest. From certin angles you could see all the way down through the model. Suddenly the effect was ruined by some unpredictable movement. Not to mention that to do this for a game that has more then one player model ( riddick only has one.....Riddick) is a really large undertaking for a game that has so many player models. Then ofcourse, there is the question of what to do with Custom Player models. Would we add yet another compatability requirement to custom player models? I mean If you want them to work with our melee then they have to have the Epic standard Bone structure. That cuts out alot right there, and requiring a Modeler to create some arms and animations for them is something most modelers wouldnt do just for some mod.
There have been problems doing this for MP online games. The only game that i have seen that attempted it was Tribes 2. It was great all the way up to the chest. From certin angles you could see all the way down through the model. Suddenly the effect was ruined by some unpredictable movement. Not to mention that to do this for a game that has more then one player model ( riddick only has one.....Riddick) is a really large undertaking for a game that has so many player models. Then ofcourse, there is the question of what to do with Custom Player models. Would we add yet another compatability requirement to custom player models? I mean If you want them to work with our melee then they have to have the Epic standard Bone structure. That cuts out alot right there, and requiring a Modeler to create some arms and animations for them is something most modelers wouldnt do just for some mod.
The Dark Side of Chaos.
Well, what I said earlier is that if a modeller wants to include hands with his model, fine, but if s/he decides not to deal with the arms, it would default to the 'no hands' setting with just the gun. That way, custom models would still be supported, and we'd only have to do the normal and Chaos models. I see no problem with doing it like that aside from the fact the sheer amount of normal and chaos models makes for a rather large workload, but that's why I suggested that if we were to do it at all, it'd be a long term project. Also, what are the actual amounts of models, not skins, in the game?
Chaos: 3 so far
Templar
Viking lady
The other women
Vanilla UT (including ECE): 39
4 Merc models
4 Jugg models
4 Cybernetic models
4 Robot models
4 Egyptian models
4 Thundercrash models
4 Skaarj models
3 ECE models
4 Nightmare models
4 Hellion models
42 hand models to make, which is a lot, but that's why I suggested a long term project
. For the extra skins, that's exactly what it'd be on the models, another skin based on the original skin.
There would also be 42 different hand animations to do. While that's a lot, that's provided we create an individual animation set for each variation of each race. We can most likely be able to get away by making 1 animation set per race, and modifying that to fit the variations. This way, there's only about 15 animation sets to make (9 for the original models, plus the 3 ECE models, plus the 3 Chaos models), which is nowhere near 42 sets of animations.
Normal and ONS Weapons: 21 (20 if the normal RL isn't gonna ever get used again)
SG
Xloc
AR UT2k3 (Though everyone uses CPP, it's safer to include this for those who still don't like it)
AR UT2k4
BioRifle
Minigun
Flak Cannon
Link Gun UT2k3
Link Gun UT2k4
ASMD UT2k3
ASMD UT2k4
Sniper Rifle
Lightning Gun
Rocket Launcher (though it's getting replaced)
Grenade Launcher
AVRIL
Ball Launcher (but who honestly plays BR
)
Mine Layer
Target Painter
Ion Cannon
'Deemer
Chaos Weapons: 12
CPP
Claw2
ERDW
XBow
MUG
CGL
CAS (When implemented)
CRL
Vortex Launcher
Turret Launcher
CSniper Rifle
CUTTER
So about 33 weapons, unless I missed any. 33*15=495 animation sets for the weapons. This is still an extreme amount of work, however, it's a lot better than 1485 for 42 individual animation sets, and even then, a lot of the hand animations can simply be modified from other hand sets, like how the Thundercrash and Mercs are both humans, so therefore it's not entirely impossible for them to both have similar sets of animations. Also, do keep in mind I in no way think that we should just do this in the snap of a finger overnight, this would most definately be an ongoing project. If 70 animations sets get done a month, then it'd only take 7 months to do, provided there aren't any immediate catastrophes like Identikal getting permanent brain damage and becoming inable to remember anything he used to know about animating
.
Brazil, where hearts were entertaining June,
We stood beneath an amber moon,
And softly murmured "someday soon",
We kissed and clung together…
Then, tomorrow was another day,
The morning found me miles away,
With still a million things to say,
Now, when twilight dims the sky above,
Recalling thrills of our love,
There's one thing I'm certain of,
Return I will to old Brazil,
Chaos: 3 so far
Templar
Viking lady
The other women
Vanilla UT (including ECE): 39
4 Merc models
4 Jugg models
4 Cybernetic models
4 Robot models
4 Egyptian models
4 Thundercrash models
4 Skaarj models
3 ECE models
4 Nightmare models
4 Hellion models
42 hand models to make, which is a lot, but that's why I suggested a long term project

There would also be 42 different hand animations to do. While that's a lot, that's provided we create an individual animation set for each variation of each race. We can most likely be able to get away by making 1 animation set per race, and modifying that to fit the variations. This way, there's only about 15 animation sets to make (9 for the original models, plus the 3 ECE models, plus the 3 Chaos models), which is nowhere near 42 sets of animations.
Normal and ONS Weapons: 21 (20 if the normal RL isn't gonna ever get used again)
SG
Xloc
AR UT2k3 (Though everyone uses CPP, it's safer to include this for those who still don't like it)
AR UT2k4
BioRifle
Minigun
Flak Cannon
Link Gun UT2k3
Link Gun UT2k4
ASMD UT2k3
ASMD UT2k4
Sniper Rifle
Lightning Gun
Rocket Launcher (though it's getting replaced)
Grenade Launcher
AVRIL
Ball Launcher (but who honestly plays BR

Mine Layer
Target Painter
Ion Cannon
'Deemer
Chaos Weapons: 12
CPP
Claw2
ERDW
XBow
MUG
CGL
CAS (When implemented)
CRL
Vortex Launcher
Turret Launcher
CSniper Rifle
CUTTER
So about 33 weapons, unless I missed any. 33*15=495 animation sets for the weapons. This is still an extreme amount of work, however, it's a lot better than 1485 for 42 individual animation sets, and even then, a lot of the hand animations can simply be modified from other hand sets, like how the Thundercrash and Mercs are both humans, so therefore it's not entirely impossible for them to both have similar sets of animations. Also, do keep in mind I in no way think that we should just do this in the snap of a finger overnight, this would most definately be an ongoing project. If 70 animations sets get done a month, then it'd only take 7 months to do, provided there aren't any immediate catastrophes like Identikal getting permanent brain damage and becoming inable to remember anything he used to know about animating

Brazil, where hearts were entertaining June,
We stood beneath an amber moon,
And softly murmured "someday soon",
We kissed and clung together…
Then, tomorrow was another day,
The morning found me miles away,
With still a million things to say,
Now, when twilight dims the sky above,
Recalling thrills of our love,
There's one thing I'm certain of,
Return I will to old Brazil,