I'm putting together a Strontium Dog UT Mod, and want suggestions as to what to include. If you're interested, please check out my site .
Please email me with any questions/suggestions, or post them on my forum.
Please bear in mind that the Mod is in very early development, so don't expect a playable demo any time soon...
Thanks guys!
Link: Strontium Dog
nice...
Is it for UT or UT2003?
Original UT.
I'm told UT's got better built-in support for single player missions than UT2K3. Anything to avoid any unneccessary coding!
Still, it'll take a while to get all the models looking right, and Unreal II is out in a few weeks...
very impressive.
i am no tek division judge, but it looks like a lot of hard work went into this.
you could post it without a title and everyone here would instantly recognize who it was.
keep us posted on as you progress. would like to watch i develop
Cheers DD. I'm hoping to get the Johnny model finished quite soon - I'll let you know as soon as it's done.
"I'm well aware that it currently sucks".
Are you insane? It's firkin brilliant! Now get a move on and finish it! :)
Made a Max mesh not unlike that myself couple of years ago
http://www.fegmania.freeserve.co.uk/Portfolio/JohnnyAlpha.jpg
http://www.fegmania.freeserve.co.uk/Portfolio/JohnnyAlpha3.jpg
Yours is looking good. Always a tricky one trying to map the texture onto that helmet.
Cheers,
ADE
Thanks Karne, you're a gent!
I'll get some more work done on it tonight - hopefully his face will be a little less flat when I finish.
That's pretty cool Adrian! I checked out your portfoio as well - I'm impressed!
I'll get a better texture map sorted out once the whole model's completed - the existing one is just to gauge the general look of the thing.
OK - I've made some progress with the models, and they're beginning to look regognisable now. I've got the basic shape of Johnny's head & body, and Red's beginning to take shape quite nicely, too. If you're interested, hit the link.
Link: Check it out!
looking superb there.
really is, the weapons are excatly as they should be. im really impressed.
keep at it and keep on posting your progress.its good to watch it develop.
Excellent work so far, but once again "GET A MOVE ON!" :)
Veery nice. I dont get the chance to play on the PC (Too much drawin' to do), so you better remember to post piccies as you progress.
rotts
Rotts, what kind of drawin' ?
OK Rotts - here's the latest pics of Johnny & Red:
Link: More images on the site!
Hmmm... hit a few minor snags with the Johnny & Red models. Nothing that can't be fixed, but it'll take a bit of messing around with the meshes. In the meantime, here's something I knocked up in about an hour & a half tonight while I was trying a few new tricks out...
very good just a little Barry manilow though in the second shot.
but as a non tek division judge. i can only applaude.
While we're at it...
ADE
Ha-haaa! Fantastic! have you got a Quinch to go with it?
I'll work on it.
I know next to nothing about how these mods work - when making a model, what specifications do you need to use/what has to be done to get D.R. & Quinch running round causing havok inside Unreal Tournament, Half-Life or Quake 2?
ADE
Depends which game you're going for.
Best bet is to look on www.polycount.com - they've got all the info you'll need for getting the models into the game of your choice.
From what I can gather, models for original UT seem to be generally around 1000 - 1500 polys.
You'll need to use something like LithUnwrap to generate the base image for the texture map, or use Painter3D to paint directly onto the model. I prefer to do the skin in 2D, then wrap it around the model.
You'll also need to download the player model SDK to get the skeleton. I think it's available from the Unreal Tournament website.
I'd recommend hanging around the pimping & previews section of the Polycount message board too, as it can give you a good idea of the possible pitfalls involved (and you might pick up a few handy tricks too - I know I did!).
Link: Polycount message board (Pimping & Previews sectio
Right - now we're getting somewhere! I've got the first draft of Johnny's face finished. Let me know what you think - any comments or criticisms on the general shape of the face would be appreciated, as I want to get it as close to Ezquerra's version as possible.
Link: The obligatory site link!
You know, in that unfinished state he reminds me of Hammerstein.
>>"You know, in that unfinished state he reminds me of Hammerstein."
Yeah, I can go along with that...
The face looks just right to me, on the rest of the model the helmet looks slightly big and Mekonly, though that may be partly the lack of other armour.
ADE
Lookin good fellas.
Noisy: The face looks pretty cose, difficult to tell without the helmet. It is great to see the 'look' changing over the last few postings.
Bart: I have just logged a VC's strip in the Fan section and I'm working on a 5 page piece for PVS.
rotts.
Here's Johnny with his face finally attached to his head. There are still a few stray polys that need filling in around the neck & behinf the face guards, but it's getting there.
I had to change the shape of his face slightly to fit it to the helmet. Does it still work?
I've been looking at it for too long to be totally objective about it, so I really do value any comments or constructive criticism.
Link: The site (again!)
Um... I think I buggered the image URL up. How's this?
Arses! Anybody know what I'm doing wrong? I know I missed the http:// off the first one, but the second one should have been OK, surely?
The images are all on my site anyway, so please click the link & take a look!
Aha! You know, you'd swear I'd never used a keyboard before.
Apologies for the earlier shambolic linkage, normal service will now be resumed...
Have really enjoyed following this thead-
Seems a shame to let it shuffle off the end of the board..
Checked out the site again and I was wondering a)what's a reasonable poly count for your characters? and b) will you get round to developing any environments from the series of SD stories? ie: The Killing
Thanks Bart - I think around 1500 polys is about right for the original Unreal Tournament.
I'm thinking of possibly switching engines to Unreal 2, as the poly count is much higher, and I'd be able to cram a lot more detail in there. Just need to get my hardware upgraded to a level that can deal with that kind of thing...
On a related note, I've just recruited a texture artist to work on the skins. Her previous work has been excellent, so I'm looking forward to seeing what she comes up with...