Character Model Ideas

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
RenegadeXan
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Post by RenegadeXan »

and the minotaur?
RenegadeXan
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Post by RenegadeXan »

and what about a character with wings that could jump higher and more air control?
Kaboodles
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Post by Kaboodles »

The Witch King was the evil guy on the big Nazgul dragon thingy. He stabbed Frodo at the outpost in the Fellowship, and he was killed by the Eowyn lady in Return of the King.
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TKATK
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Post by TKATK »

RenegadeXan wrote:and what about a character with wings that could jump higher and more air control?
copied tha
1st:theres a nice edit button



Now i remember whats the witch king,in what form,ring or normal
Mætlöaff
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Post by Mætlöaff »

One quick question.

Does George work with CUT?

Also, an undead model would own for CUT. Maybe a vampire, or a zombie.
neolith
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Post by neolith »

RenegadeXan:
When I said a minotaur doesn't fit the standard bones because of its proportions, I had a pretty good reason. Because if I rig it to the humanoid bones, the model would:

1. look ugly
2. get stretched/squashed on some bones
3. move pretty weird because of the warps

So right now a decent looking minotaur is unlikely.

A character with the ability to jump higher would require special code and bring unbalance to the game. Use the gravbelt instead. ;)

TKATK:
Flowing ropes are not possible within the limitations of standard bones. The only solution for this would be a texture-to-vertex-position shader like the one Q3A had. But AFAIK that shader does not exist for UT2004.

LoQtUS:
Yeah, let's unleash hell! :twisted:

Ironbird:
I tend to keep my ass out of politics and army stuff. I won't do Bin Laden or soldiers. There's already enough of that stuff on TV and the net. I'll stick to what looks fun in UT.

Mætlöaff:
As long as it uses the standard bones it will. If it doesn't, you will have serious trouble with all gametypes that allow for melee. I tried something like that twice with our UT2003 version. One of the models just refused to work, the other one crashed the game to desktop.
And if you allow me a personal statement: Worst. Model. Ever.
–The biggest trick the devil ever pulled, was convincing the world he didn't exist.–
TKATK
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Post by TKATK »

doesnt the lawdog mod have karma hats?

make the char have a cloakish ragdoll atached to its back

the mage doesnt even need a flowing one


jumping higher:couldnt you make them a specie so that when specie statistics is enabled they jump higher



erm,flowing ROPES???
neolith
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Post by neolith »

TKATK wrote:doesnt the lawdog mod have karma hats?

make the char have a cloakish ragdoll atached to its back
Yes, they do. AFAIK that is done via second model just for the hat.

There are two problems when you try to do that with a robe.

1. A decent looking robe needs at least about 20 bones and about 200 vertices. That's quite a lot for just the effect. I don't know if low end PCs would take that without a loss in framerate.

2. I'm not sure if there wouldn't bee some serious intesection issues between the robe and the playermodel, because some of the models have pretty extreme animations...

It is a very interesting idea though!

And sorry for the rope typo... ;)
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TKATK
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Post by TKATK »

discussed it a month ago actually,started with someone suggesting a spawn model
Shadowstar
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Post by Shadowstar »

Might be time once again to bring back my idea of player customizations...

For those who dont know, I had a bunch of little ideas that could be organized into a single mutator or such that would allow players to customize thier characters quite a bit. They were a series of click boxes you could select and combine to give your characters your own custom personality. There were several different kinds, such as ambient effects (always on), taunt enhancements (these would occur when your player taunted), and victory effects (these occured at the end of the game if your character wins)

There were all kinds of things in it, such as:

Ambients:
a cigar: Attaches a cigar model to the player's mouth, has a tiny emitter on the end that produces smoke curls, and falls out when player is killed.
a halo: Little glowing ring floating above players head.
santa beard: A beard attached to the player's chin via an elastic strap.
magic hands: The hands of the model produce magical-looking smoke particles and glow.
hotfoot: Player's feet leave tiny, short-lived flames behind in his footsteps.
Stinky: Player constantly produces little stink-lines
Proxyhead: Player's head is replaced with a proxymine
Zappy: Player's body has lightning bolts zipping over it constantly
Mr. Chrome: A shiny overlay shader is used to make the player's skin look like its made out of shiny metal (not a skin replacement, it modifies the existing skin)
splitting headache: Player has a wood axe stuck into the back of thier head
Bones: Parts of the player's model are missing, and replaced with skeleton parts.
Skull: Player's head is replaced with its corresponding skeleton head.
Elastic man: Player's ragdoll has extra bouncyness
Heavyweight: Player's ragdoll has extra weight and loses its bouyancy in water.
One slick dude: Player's ragdoll has 0 friction.
Hellspawn: Player's ragdoll is engulfed in flame and slowly sinks into the ground instead of derezzing
Airhead: Player's ragdoll's head will start to expand after death, until it explodes messily.
Gibalicious: Player always gibs instead of becoming a ragdoll

Taunt Enhancements:
fistfull of bux: Whenever you taunt, your character tosses out a cloud of money that floats to the ground.
twirl weapon: Your player twirls thier weapon around in thier hand when taunting.
cast a spell: Causes glowing streaks to follow the players hands when they taunt, lingering in the air.
hands of blood: Players hands emit blood fountains when they taunt (looks good with the neck cut anim)
bloody body: Player's body spawns random blood fountains all over it when he taunts.

victory effects:
rocketman: Player shoots upward and off camera when he wins.
rain of fire: Causes fire explosions to appear on all surfaces marked as fake backdrops, essentially causing fire to rain down from above.
toxic gas: Causes player to suddenly produce alot of foul-colored smoke
archmage: causes player to begin producing a number of random particle effects at endgame
critical mass: Player suddenly explodes in a shower of gibs when they win.
back to hell: A ring of fire forms around the player, and the ground beneath them darkens. The player descends into the ground, surrounded by the ring of flames.
angelic: A beam of bright light shines down on the player from above
scotty's revenge: player is engulfed in a star-trek like transporter effect and dissapears
smoke n' mirrors: player is engulfed in greyish smoke and dissapears.
Powermonger: Player raises thier weapon up into the air, and a lightning bolt shoots down into the weapon, which then glows brightly.

There were more, but I have pruned the list a bit here. I suppose it could be possible to add some different hat styles to the ambient effects as well. Maybe there could be a fedora, a top-hat, and some other things...
TKATK
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Post by TKATK »

start making the mut ASAP
RenegadeXan
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Post by RenegadeXan »

so no minotaur? Imagei always wanted one and will never see one of my life what about if i find u someone who like making minotaur and make the model and i send it to u would u put it in next chaos ut version? and what about the site with all the weapons i sent u isnt that great ideas?
Shadowstar
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Post by Shadowstar »

If you make your own model and distribute it, anyone who has it will be able to see it online I believe.
RenegadeXan
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Post by RenegadeXan »

how aobut if i send u and it make it able to wear weapons?
neolith
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Post by neolith »

RenegadeXan wrote:so no minotaur? Imagei always wanted one and will never see one of my life what about if i find u someone who like making minotaur and make the model and i send it to u would u put it in next chaos ut version? and what about the site with all the weapons i sent u isnt that great ideas?
Ok, maybe I didn't make this clear enough:

It's not that I don't want to make a minotaur. And it's not that we couldn't create a minotaur either, all of our modelers could do that.

However, a minotaur has quite a different set in proportions. To get our melee animations working, we need the playermodel to have the exact bone setup that the standard humans from UT have. I have tried rigging models with different proportions onto that skeleton and they got distored and moved ugly.

So what I am talking about is a technical restriction.
It's the same restriction that keeps me from doing the chrek or a centipede for example.

If you want to try out what I'm talking about, get yourself a non-humanoid playermodel and try it with melee. The freakier the model, the more errors you'll get. This can already be seen with the Enigma model. It gets rescaled at the very beginning of every melee duel.
–The biggest trick the devil ever pulled, was convincing the world he didn't exist.–
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