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goober   Posted 11th Feb 2006 11:51am
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REDFROG, also are you going to make a UT2k4 lego mod?
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RED-FROG   Posted 11th Feb 2006 11:48pm
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Good names... I'll leave the choice to goober
I've started on a Lego mod for UT2004. Made a character and was playing with the karma physics which work well with lego bricks...but there is no point in multiplayer for them I think. I dont even know if karma works online, lol never played that game.

A lego mod could be interesting but would also take alot of time

Heres a screenshot of the The art of war map with the 12mm handgun ingame.

The scripting process is very slow.
I can't seem to get the players walk slower, must ask on 3DBuzz.
I also can't get the new RFDM gametpye to work.

I want to have only 3 (or more) gametpyes available, but I dont know how to get rid of the list.

I've managed to get the custom character to work, well, it worked before but now the characters lists only shows the custom characters which is kool. But I have no idea why it doesnt use the new movement speed etc. It uses a whole new species and a new pawn (extended) class

I have posted a thread in the filefront forums here
We really need help of experienced scripters, otherwise there wont happen much on the mod...
If I could just get the reloadable weapons to work...but nooo.

I think we need a seperate forum for this mod. The communication is too bad.
We need a list of what models have been created.
Well the model of the 12mm handgun is done so far. We need every weapon remodelled and nearly every character(which isnt going to b easy I think)
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Feb 12th, 12:29am by RED-FROG
goober   Posted 12th Feb 2006 2:08am
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couldnt we just extract the models from RF?
i mean only on the characters, they are the hardest...

That handgun looks great, i cant wait to play the art of war, does it have vehicles (Raptors, Hellbenders?)

Lego could be say an extention on the RF mod when we are done that

we still have a looooooong time to dicide on a title.... ill probably set it to a vote after....
RED-FROG, are there any more weapons done? Maps? Ive been working on converting some RF customs just for practice.... im planning to do the Lobby, but i want to get a fair amount of experience in UnrealED first...
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Assman15    Posted 12th Feb 2006 2:14am
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Quoting goober
couldnt we just extract the models from RF?
i mean only on the characters, they are the hardest...

That handgun looks great, i cant wait to play the art of war, does it have vehicles (Raptors, Hellbenders?)

Lego could be say an extention on the RF mod when we are done that


You're getting way ahead of yourself, Goober. What part of Raptors, Hellbenders and Lego's belong in Red Faction? I just don't see how it fits. If we're going to be making a Red Faction mod I think it should have a Red Faction theme, don't you?
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goober   Posted 12th Feb 2006 2:21am
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ummm, the vehicles for the mod will be replaced models of the UT2k4 vehicles... so why cant we put them in before they are converted?
And, the lego was just a general wondering...
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RED-FROG   Posted 12th Feb 2006 2:56am
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I dont understand that last post you've made goober.

I think what goober said is that after the Red Faction mod is done, we would have a good base for the Lego mod. For now we have to do everything from scratch, let it b the reloadable weapons or the scripts for the characters.

I have asked on 3dbuzz for the reloadable weapons, but noone can really help me.
This night I have downloaded I think 4 or 5 UT04 mods which can be helpful on that.

The mod will first need some models, like pickup items such as ammo pickups. Weapon items will be made of the first person models. We dont have to fear about the poly count.. lol
Medical Kit, Damage Amp and Super Enviro Suit were made for my maps and dont have to be redone - unless you want to make high-poly items.

You can start on making maps, but remember that the mod will use different weapon pickups so dont place any weapon bases now.
I think we should stick to the old Red Faction design where the weapon item are floating above the ground without having a pickup base. (I mean weapon pickups have no weapon base mesh on the floor just like in RF)

I know characters arent that easy to remake. Basically I think the problem is that we cannot screenshot the characters reference pose.
But we will HAVE to remake them, it should be a total conversation, I'm not sure about the HUD or Menu, it would be nice if some1 could make it exactly like in RF.

The Jeep of RF can be loaded in RED and then imported in 3ds max. I doubt that the mesh will be error free after converting it...but it's better than nothing, just rebuild the model by this mesh.

How to model a weapon of Red Faction in 3dsmax?
Well, first screenshot the weapon in Red Faction, and crop that screenshot so you'll only see the weapon in 3dsmax.
Now export the skin-texture (findout the name) and load it into a material.
Assign the texture to a plane, gernerally the textures of the guns are helpful because they give you some rough idea of the shape.

I thought it was hard to remake weapons like the handgun but it was a piece of cake...took me less than a hour I think.

gtg now...its 3.53am here, got coffee?
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Feb 12th, 02:58am by RED-FROG



OutlawSkot33    Posted 12th Feb 2006 3:13am
Post 908 / 1292
Quoting REDFROG
Good names... I'll leave the choice to goober
I've started on a Lego mod for UT2004. Made a character and was playing with the karma physics which work well with lego bricks...but there is no point in multiplayer for them I think. I dont even know if karma works online, lol never played that game.

A lego mod could be interesting but would also take alot of time

Heres a screenshot of the The art of war map with the 12mm handgun ingame.

The scripting process is very slow.
I can't seem to get the players walk slower, must ask on 3DBuzz.
I also can't get the new RFDM gametpye to work.

I want to have only 3 (or more) gametpyes available, but I dont know how to get rid of the list.

I've managed to get the custom character to work, well, it worked before but now the characters lists only shows the custom characters which is kool. But I have no idea why it doesnt use the new movement speed etc. It uses a whole new species and a new pawn (extended) class

I have posted a thread in the filefront forums here
We really need help of experienced scripters, otherwise there wont happen much on the mod...
If I could just get the reloadable weapons to work...but nooo.

I think we need a seperate forum for this mod. The communication is too bad.
We need a list of what models have been created.
Well the model of the 12mm handgun is done so far. We need every weapon remodelled and nearly every character(which isnt going to b easy I think)


Frog check This
In HaloUT we had a mutator that changed the player jump and speed to be more like Halo. Take a look at the code to see how it is done. YOu can find the mutator in the P1.75 release and CXP release (i think), and in that thread.
   
goober   Posted 13th Feb 2006 9:52pm
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Quoting REDFROG
I dont understand that last post you've made goober.

I think what goober said is that after the Red Faction mod is done, we would have a good base for the Lego mod. For now we have to do everything from scratch, let it b the reloadable weapons or the scripts for the characters.

I have asked on 3dbuzz for the reloadable weapons, but noone can really help me.
This night I have downloaded I think 4 or 5 UT04 mods which can be helpful on that.

The mod will first need some models, like pickup items such as ammo pickups. Weapon items will be made of the first person models. We dont have to fear about the poly count.. lol
Medical Kit, Damage Amp and Super Enviro Suit were made for my maps and dont have to be redone - unless you want to make high-poly items.

You can start on making maps, but remember that the mod will use different weapon pickups so dont place any weapon bases now.
I think we should stick to the old Red Faction design where the weapon item are floating above the ground without having a pickup base. (I mean weapon pickups have no weapon base mesh on the floor just like in RF)

I know characters arent that easy to remake. Basically I think the problem is that we cannot screenshot the characters reference pose.
But we will HAVE to remake them, it should be a total conversation, I'm not sure about the HUD or Menu, it would be nice if some1 could make it exactly like in RF.

The Jeep of RF can be loaded in RED and then imported in 3ds max. I doubt that the mesh will be error free after converting it...but it's better than nothing, just rebuild the model by this mesh.

How to model a weapon of Red Faction in 3dsmax?
Well, first screenshot the weapon in Red Faction, and crop that screenshot so you'll only see the weapon in 3dsmax.
Now export the skin-texture (findout the name) and load it into a material.
Assign the texture to a plane, gernerally the textures of the guns are helpful because they give you some rough idea of the shape.

I thought it was hard to remake weapons like the handgun but it was a piece of cake...took me less than a hour I think.

gtg now...its 3.53am here, got coffee?

Sorry it took sooo long to respond, but i didnt see your post...

3d buzz is indeed a very helpfull site, im downloading the video tutorials on Farcry, UnrealED, Photoshop, Concept Art, BuzzTV (just a bit of fun ) and some more... like MAX.

ill probably make some hi-detailed models iof pickups.... id like to make then a bit more modern.... ill start on them soon enough...

the weapons shouldnt be hard... just replace the base with the weapon, take out the particles and the weapon spawn... so you place the weapon in UnrealED insted of a base for the weapon
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RED-FROG   Posted 17th Feb 2006 9:19pm
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Sorry for being away for such a long time...
Great, I'm quite busy with the work on the weapons and players, what the mod will need are maps...tons of them.
It would be cool if we could manage it to re-make EVERY map of Red Faction.
The mod is growing very well. The weapons are now reloadable and players run slower.
Outlawskot, it was the halo mod that helped me on the weapons, very cool. (but I think I have a different (old) version of it. It only has 3 weapons with no hands?!)

So far I have created 4 weapons, and 2 characters (actually I didn't have to model Masako because she is part of the example files) for the mod.

Most of the weapons are fully animated and work as in Red Faction, I spent alot of time on it...because I have it Characters use custom animations (I have done over 40anis for the Simpsons Moe character...I knew they will become more useful someday )

Even at this early stage the game feels like RF, the movement speeds are slower and the guns act different.
I'll post some screenshots...









I'm doing very huge steps on this mod. What you see on the screenshots aren't just half working weapons that shoot default projectiles and have no animations...I'm not rushing from weapon to weapon without finishing it
There are a few things I'm not likeing, though. You've got to hold down the mouse button for a few seconds to throw a remote charge. This is because of how the prefire animation works. I have no idea how to implement delays between the functions but I'll ask.

This mod needs maps, maps maps and its all good. It won't be possible to run default UT2004 maps with this mod. Deathmatch maps for example run under the gametype RFDM. (maps have the prefix RFDM- ...)

How to remake a RF map for UT2004?
Open the map in RED. Click on FILE - EXPORT AS VRML. Export as 3dsmax filetype. Import the vrml file in 3dsmax (I think this requires a plugin from the RF toolkit) and add the "Normal" modifier to the mesh.
Then export the mesh as a ASE model file and import it as a static mesh in UnrealEd. Place it in your empty map. (set the ambient light up)
Now start to create the rough shape of it...substract the large spaces and use the static mesh as a reference which works great.
The static mesh will have almost the right size so there is not much scaling needed. (note that you should find the right scaling at the very start so there is no further fixing needed (altough the "scale level" tool does almost everything for you)

Levels needed:

DM01 - Lobby
... - Office Space
... - Checkmate
... - High Rise

Just everything.....

Levels in work/done:
DM02 - InstallationXY15
DM20 - Hermis
CTF01 - BlastedCanyon

Please post here what levels you are working just to let others know.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Feb 17th, 09:41pm by RED-FROG
D2k   Posted 17th Feb 2006 9:41pm
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good work redfrog, how are you able to recreate those weapons so well? if you are remodeling them from scratch then forget i asked.

personally, i think having different reload animations would be more fun than trying to recreate the default ones from rf. its boring staring at the same old reload animations for 5 years.
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 Modified Feb 17th, 09:44pm by D2k
DVL_IAC   Posted 17th Feb 2006 9:52pm
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Wow, looks amazing Red Frog. I can't wait for this mod to be done. It'll be awsome.
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RED-FROG   Posted 17th Feb 2006 10:11pm
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Yes you are right. I'm not wanting to recreate the animations the same as in RF. I have copyed the animation of the HMG, though. It was a little tricky since the merge animations tool isnt working, and modifying the hierachy isnt allowed (you can do anything you want with bones of Rfbone lol).
Of course I have used the HMG of the weapon examples , but the other 2 were done from scratch which isnt that difficult.
Its the textures that make the weapons look so cool. You can create a high poly model with 6000+ polys, but if it uses a bad texture its like nothing And thats what I'm hateing when I've got to create my own weapons (HE Grenade mod for example)

It wasn't easy to model Parker, and it took some hours but I needed him to get a better feeling of the mod. (also I HAD to get the reloadable weapons to work...otherwise the whole thing would make no sense to me) Before I start to work on something I make sure if its possible. lol

(yes he's holding the Manga...the manga will not be included in the mod, its just that I've done the manga for the level Hermis as a stand alone level..which now will be used for the mod (->Hermis))

I think his face looks so much cooler on my model.
I hope you arent saying "thats not parker"
It is very difficult to make his face look like parker.

You may have noticed that there is NO GLASS on his helmet.
I'm having trouble to get this to work properly It seems like UT can't do it. Faces behind a transparent texture dissapear when they are on the same model I'll ask on 3dbuzz if thats true/fixable.
(I COULD attach a static mesh (the glass) to the head for specific characters. That should do it, but I'm not sure how that works. I know how to attach static meshes to bones when the character is wearing a specific gun, but not all characters will use the glass)
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Feb 17th, 10:16pm by RED-FROG
D2k   Posted 17th Feb 2006 10:27pm
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very good. I wanna help out with the mod seeing as there is a professional on the team making things happen.

however im not really experienced a whole lot in the unreal engine scripting and getting boned models in game. but i DO know my way around max. so if it wouldnt be too much trouble i would like to ask some help of you in the areas of rigging stuff up for unreal. That way things can get done faster.
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RED-FROG   Posted 17th Feb 2006 10:46pm
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Well you already have some experience with Unreal. I couldnt believe it when you said that you've done a weapon for UT because that game looked like a maze to me. So much new things to learn
I could help you on some things. You can send an IMS with ur qestions about it.
I'm not quite sure that I'm a professional, but I'm always trying to get things done in a professional way. I'm not happy with guns that have horrible animations and that stuff. I think good animations is the key for a good mod. (not only but thats what you are seeing all the time on your screen)

You know, I dont want to make the people think "why would I play this mod when Red Faction looks even better?" lol that would be bad o)
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
goober   Posted 17th Feb 2006 11:06pm
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Im working on High Rise, SRO, High And Dry, Score, Nemisis, Glasshouse (almost done) and a few others... im mainly mapping, and making textures for this mod.
If anyone would like to help, PM me with the details (find these in the CDC) that i asked for... and ill add you, and you can get started!

Lets try to get this thing out before June if possible...

RED-FROG, when will the weapons be done? because we need those done to start weapon placement...
Who else is helping on Weapons? Outlawskot?
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