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Beatonator    Posted 17th Apr 2006 9:52pm
Post 1438 / 3716
Ok, Face "brushes", I made a catwalk you walk over and textured it, but it wont let you walk ON it, its solid. I checked all the settings to some other Solid things I can walk on and they are almost identical, are you not allowed to walk on Face brushes?
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
goober   Posted 17th Apr 2006 10:44pm
L4Y Member
Post 2603 / 265

No youre not alowed to walk on sheet brushes... but all you have to do is put a 8' tall box measuring the same demesions and make it a blocking volume.

I would certinly recommend going over to 3dbuzz and getting the UT2k4 videos, they explain alot you need to know.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
RED-FROG   Posted 18th Apr 2006 1:01am
L4Y Resident
Post 1041 / 5258

Looks like something is going on here, yay I'm happy
A few weeks ago I thought I'd have to make the maps myself
I know that you're beginners on UnrealEd, and I know its hard to produce something that should look like one of the maps of RF.
The maps of Red Faction look easy and simple, but they aren't. Texturing will become very difficult when you're trying to remake RF maps. There is no UVUnwrap in UnrealEd. You pan/rotate the textures with the mouse by holding the left or right mouse button. You scale the texture by holding both pressed, make sure you deactivated the grid snap for fine scaling. You can copy UVcoordinates(and texture type) by pressing Ctrl+C and paste it on another face which is very handy. By pressing F5 you enter the surface properties. In it you can do scaling in single U or V coordinates, but you cannot move single vertecies around like in the UVUnwrap in RED. (this isnt needed at all anyway) Just wanted to tell you those tips because theyre important to know. (scaling is very important)
If you have trouble with texturing or anything I or somebody else with some unrealed knowledge could fix it. (I'm not that new to UnrealEd..but to the script and modding related stuff)

Oh yeah the railgun now pierces walls Another big step for the mod.
Now if I could figure out how to make a burst fire for the Assault Rifle
And I want to attach a camera to the Fusion projectile (I've modelled the fusion last night).
When the projectile was launched the monitor of the fusion could show the flight path. Might not be that useful but funny and better than nothing

I'm wondering if its possible to create grating that collides bullets, only when it hits the "non transparent" places. In RF you can shoot through the holes of the grating, in UT2004 you can either shoot through the whole texture or by adding a collision it blocks the bullets everywhere. In DM02 for example, it is "important" that you are able to shoot through the high grating when you're under it and an enemey is above you. If I removed the trace collision, bullets would go throught it, but also rockets would which looks stupid.

You mappers should get a new version of the mod. However, it could also slow down the process because its fun to test the maps, and I'm afraid of that. lol
The (non official) beta upload will be big, I'll do it the next days if I can.
I just have to create another pickup for the grenades (and flamethrower?!)

Office Space is done. But I would like to make it geomodable, phew I'm not sure how much time that would take. The main problem with destroyable (non-static)meshes is that they have a different lightning (real time vertex lighting) as the Static Meshes or BSP have. This results in seams between the geometry. I had big troubles in BlastedCanyon.

1 meter in Red Faction equals 50 UnrealUnits (exported mapmesh from 3DsMax, scale=125%). But you're good to go with 64 as well.(I think)
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Apr 18th, 01:43am by RED-FROG
Assaultman67    Posted 18th Apr 2006 1:34am
Post 1019 / 4376
hey Red Frog ... did you get my email? or do i have to resend it another way?
   
RED-FROG   Posted 18th Apr 2006 1:44am
L4Y Resident
Post 1042 / 5258

Will check it now
oh sorry for the delay..I could download them
Guard_2 is for the "cool" guard I think? (the blue guard with the glasses and the radio on the back).

Ouch! A voicepack for the mercs? I think the mercenaries are the hardest models in RF But will do them!

I'll check them out when I'm home. Again, great work Assaultman67, its good to have you here! The voicepacks really CHANGE the game.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Apr 18th, 02:07am by RED-FROG
Assaultman67    Posted 18th Apr 2006 2:05am
Post 1022 / 4376
did you get it ? i sent 3 packs in them so it might not have made it .

Guard_2 is for the guard that is in the office, he wears grey and has black sunglasses

the first guard pack i sent you is for all the models that are located within the mines

so heres the summary

RF_Guard= all mine guards
RF_Guard_2= all guards not in mines
   Modified Apr 18th, 01:18pm by Assaultman67



goober   Posted 18th Apr 2006 2:13am
L4Y Member
Post 2604 / 265

Yea ive been working on Waste Treatment Plant, its going good... Im making a few changes here and there... you know...
i want the maps to be what it would be like if RF was originally made on teh Unreal Engine.. Teleports, statics, detail... you know...

Now what im about to type is probably going to stur up alot of conversation.... but here goes...
Im going to (best i can) convert the Deathrun series and maby a few of my run maps to Unreal... might make some new ones for Unreal too... i did have a few started that i didnt finish (as all mappers did

As i said before, it would be nice to have mutators released as addons (after the release of the mod) for like RF2 weapons, more vehicles, extra maps, more textures... I mean theres an unlimited supply of RF maps over in the RF section that are just begging to be converted...

Ill start disigning a website for the mod... the only problem is the host...
RED-FROG, how much did those .de.vu domains cost? free? if so can you sign a "RFMod.de.vu" up for me?
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 Modified Apr 18th, 02:18am by goober
Assaultman67    Posted 18th Apr 2006 2:19am
Post 1023 / 4376
speaking of textures, is there any way to distinguish red team vehicles from blue team yet red frog?
   
RED-FROG   Posted 18th Apr 2006 2:53am
L4Y Resident
Post 1043 / 5258

Yeah the mutators are a good idea, there is so much possible with them. Unreal is so much better in so many ways. At the beginning I asked myself why I'm doing this because it has all been done years ago, but Unreal offers a lot more features than RF does.

A Deathrun map might be tricky to do in Unreal. I'm not saying that you can't do this, but it would take a lot of time. But you can do this if you want.

Yup I can sign in a new domain for you (I just need the url for your page then). But I'm not sure about the de.vu name. I'm afraid of naming the mod "Red Faction mod" because this might cause some troubles with the trademarks. We still havent found a name for the mod I think. I thought about "Red Revolution" or "Mars Revolt"...something like that. I just want to have a name that "betrays" the original games name so people know what they're going to download.

Hm, both teams use the same textures for the jeep (yet).
The colors or the lights (coronas) are changed for the blue team. (it came with the Hellbender script..I can change it)

I have another question/idea about the vehicles. I'm not sure if its good, but I think that it is cool to have all the vehicles available to all teams. I mean, the vehicles of the blue team are useable for the red team, after they spawned. In VCTF the chances are very low to return to your base with a vehicle because your own one got too damaged.

edit. I've got all 3 voicepacks
gtg
will upload a beta(non-official) mod for the teammembers in a few days. It'll help you with the maps.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Apr 18th, 03:09am by RED-FROG
hA Warlord   Posted 18th Apr 2006 7:03am
waR`.se
L4Y Member
Post 131 / 960

Quoting REDFROG
I'm wondering if its possible to create grating that collides bullets, only when it hits the "non transparent" places. In RF you can shoot through the holes of the grating, in UT2004 you can either shoot through the whole texture or by adding a collision it blocks the bullets everywhere. In DM02 for example, it is "important" that you are able to shoot through the high grating when you're under it and an enemey is above you. If I removed the trace collision, bullets would go throught it, but also rockets would which looks stupid.


I would make the grating my self whit brushes, but as idont know how brushes in the editor works i cant tell if its good or not
-waR'.se- I don't know who you are, where you are from, or what you want... But if you threaten my freedom... I'll kill you.    
goober   Posted 18th Apr 2006 1:06pm
L4Y Member
Post 2606 / 265

It would take alot of work, static meshes might work though....

all i want is something that is not like freewebs\this or www.something.somereallylongname... get my drift? something that is .net, .com, .cc, .biz, .name, .de.vu, .net.i, .com.ut
You know? something that doesnt look like we are using a free server....

yea, well the final release of the mod most likley wont be the final, it will be all you need to play, but just like the acuall UT2k4 game, you need to keep updated to get the best possible, so like i said in the PM, Bi-weekly or monthly updates, addons, mutators, voices, weapons, maps, textures... ect... would keep people interested and not turn people away... it would make it look like we're supporting out product.

How about "Mars Wars" its short, easy to remember, and is accurate...

one thing we havent discussed, are we going to make a "pimped out" version of the SP game? like with UT sucurity cameras, statics, ect... it would be like a whole new game..

maby we could release one lvl of the SP saga every week for 2 months or so... but we would need like 3+ people working on it... or we could just get it all done off camera, and just release one every week, that way theres no way that we would need to cancel an update due to it not being ready in time... i do not think its a good idea to release the whole SP series at the same time, people might get board before finishing....

theres so many options in UT2k4...

yea, make them available to both teams, it drives me nuts when i got the flag and all the vehicles around me are locked as long as the teams dont spawn in each others base, it should be fine....but hey, we could always release a mutator locking vehicles after (optional of course)
well really, all the addons would be optional, you dont have to use all of them, use the ones you like best... just like RED-FROGs client side weapons...

ill put together a webpage and get it hosted somewhere (can you recommend somewhere with no ads, that can have up to like 500mb of space and unlimited bandwhith?) then you can get a domain name, just not something very long please...
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
Assaultman67    Posted 18th Apr 2006 1:15pm
Post 1026 / 4376
I don't think a SP would be very easy to do at all, we would need to know way more about UT2k4 mapping than we do now. Not to mentioin i thinkk people in the mod would also lose interest in continueing it out so long.
   
Beatonator    Posted 18th Apr 2006 2:36pm
Post 1439 / 3716
Right so basically, make a Cube into a thin brush and use that instead of the Face brush, right ok.

cheers for the measurements Red Frog, I notice a RF lobby I played feels bigger than it should be, so I may have to resize everything I will wait and see. The texturing tools are pretty simple I feel. not as easy as RED but not terrible.


As for a website, I spoke to Skiprat, and we ahve said if you guys would like you can use an extension of our site?

So it would be for example:

Systemblink.com/RedFactionMod

or

redfactionmod.systemblink.com

...

we can also create you a custom forums section on our one, and Skiprat has offered to set it all up for you. Only drawback is: Files, we dont have much spare bandwidth so the mods/mutator files would have to be hosted elsewhere, such as here at L4Y and then linked to via Systemblink. your thoughts?
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
SkipRat    Posted 18th Apr 2006 2:50pm
Post 1451 / 3024
Yeah i can make whoever wants to do it a admin and you can sort it out in the phpnuke options if you want.

Or i can do it for you.

If you want i dont mind hosting a HTML site as long as its linked to our forums thats all i ask
Meh...    
goober   Posted 18th Apr 2006 2:50pm
L4Y Member
Post 2608 / 265

is systemblink going to be definatly up online for about 3-4 months and longer?
If so, then okay, tell him that ill need an FTP server set up, and around 200-300mb of space.... ill get started right away
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
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