• Unreal Tournament GOTY - Die, bitch!
    1,846 replies, posted
I think the problem with UT3 is it was basically a huge tech demo for UE3. The art style and maps felt like they were made specifically to show off what the UE3 engine could do, not what would be best for gameplay. So it ended up with way too much clutter and overall looked muddy. The UE4 shooter demo looks nice. UT4 should be pretty clean, with good contrast between the players and the environments. I really don't think it should have crazy lighting effects either, no blinding lights, no bloom, none of that sort of stuff.
It's funny because it was originally a tech demo, but all the nice character models were used in the pre-rendered cutscenes, and they switched to shitty looking ones for gameplay (I guess for performance). So it ended up being muddy and ugly looking but you couldn't even go up to someone and go "wow that looks amazing" at least.
[QUOTE=MacD11;44811074]Gameplay wise its nothing like what UT should be, but something very similar to this artistically would be very pleasing to the eye to look at in this game, personally.[/QUOTE] True, it's just a tech demo, but let's hope the finished product really is a proper shooter. If anything, that sprint feature should be always on without that unnecessary weapon sway, and have the dodges present in proper Unreal. Speed and agility are the name of the game in that kind of shooter, after all. Also, the sight of an actual health bar brings a manly tear to my eye after its mainstream absence. Keep on grabbing those Health powerups you glorious sons of guns.
Welp, discovered the magic of baking AO and hitting my head for trying to paint this kind of stuff on the texture I think it looks a lot better now [t]http://i.minus.com/ibmEVZCcg3LlOY.png[/t] [t]http://i.minus.com/i8iQ1tkUdq7sD.png[/t]
I think the texture would benefit from being overall darkened and having more grit/noise added. It has a strong sense of fakeness to it that I can't really pin down, but I see it a lot with handmade textures, especially guns for some reason. Maybe the scratches/paint chips should be sharper or something, I'm not sure.
I'll try darkening it a bit, but should I make the scratches sharper? I was trying to avoid making it too busy as I want these to be able to mesh well with the UT2004 arsenal before all the weapons are replaced, but idk, I'm also not the best texture artist so.. EDIT: is this any better? [t]http://i.minus.com/ibGtjHoTpAXhm.png[/t] [t]http://i.minus.com/iiXQkBq8GHXKb.png[/t]
That looks way better, the green paint's pretty close. The scratches look like wrinkles on fabric more than hard scrapes. When I'm doing texture work like this, I usually make a bare metal layer and a paint layer, then use subtractive brushes to chip away at the paint. It's not too late to do that with this one if you roll back those wrinkly scratches. [img]http://img4.wikia.nocookie.net/__cb20110331201655/unreal/en/images/5/5f/Utenforcerki6.jpg[/img] Try using this as a reference. I think the paint color on this is a little off from the '99 texture - if my memory serves, your shade is more accurate - but this would be a good reference for the scratches and such.
I actually did a similar thing for the rust around the edges, I suppose I could try the same for scratches EDIT: lol i just looked that one up before you edited your post with it EDIT 2: How are these scratches (on the mag) [t]http://i4.minus.com/irG3bTqgqhodL.png[/t] Something like that maybe?
That looks [I]way[/I] better, but mind the stretching. Also try to put some larger paint chips around the bottom edges of the magazine so it looks like it's been scuffed around and banged against stuff as well.
Yeah I just gotta tweak the UV's there. Thanks for the suggestions btw, it's really helpful.
The Enforcer's one of my all-time favorite video game guns so any way I can help I'd love to. It's looking great so far - but I'm really interested to see how you'll animate it down the road. I'm not sure this thing's operation was ever really explained. I've kind of got an idea in my head that might be worth animating sometime if I can ever be bothered - to me it seems like it must work like an open bolt machine gun in order to fire, eject, and feed the next round from the magazine all the way to the rear of the gun - as in the slide moves forward when you pull the trigger and then the gun fires as opposed to pulling the trigger, gun fires, slide moves backwards. Some internal mechanism skims a round off the magazine as the slide assembly moves forward and then pulls it to the back of the gun as recoil resets the slide, and a spring follower pushes it up into the chamber. Maybe I'm overthinking this a bit.
Mine too, and just fyi I'm not animating it, I'm working with someone else as I don't yet know how to animate. Also for the mod, I'm hoping to release small mutator packs as we get weapons done - so the first pack will be the minigun, the enforcer, and the impact hammer. I also have to make a hand model once I'm finished with this, before the enforcer can be animated. How's this for the paint? [t]http://i4.minus.com/ibo6WOm6rpTWEp.png[/t]
Personally speaking, if an Enforcer like that returns to the new UT, you can see the bullets in the mag and UT3-style Enforcer reloads return, I wouldn't mind it being animated akin to seeing the bullets in the Metro series guns to be able to see how many rounds are left in the mag.
That would be awesome, but not sure how that'd work unless they put reloading in. I know they cut reloading from UT99 during beta so I guess they could bring it back, maybe even have it animated similar because the reload was pretty cool
Perhaps not the perfect place for this, but since there's no other Unreal thread, I'll just put it here. I beat Unreal and its expansion for the first time today, (Unreal was 2 days ago and RTNP was today) and It took me a good 30 hours to do the both of 'em. I'm not really one to diss modern games since they have their own qualities that are good but god [i]damn.[/i] It didn't even get old, either.
[QUOTE=Xubs;44813760]I found Unreal 1 really hard to get into because the Gold version on Steam has this weird super slow mouse acceleration that you can never ever disable, ever. I never grew up with Unreal and really wanted to play the singleplayer ones since I liked UT2004 a lot, but nope. Not playing with that. (speaking of which does anyone know how to get rid of that please and thank you)[/QUOTE] I never had that problem but there is a mouse acceleration option in the menus that I turned off. Maybe you just didn't find it?
[QUOTE=Xubs;44813760]I found Unreal 1 really hard to get into because the Gold version on Steam has this weird super slow mouse acceleration that you can never ever disable, ever. I never grew up with Unreal and really wanted to play the singleplayer ones since I liked UT2004 a lot, but nope. Not playing with that. (speaking of which does anyone know how to get rid of that please and thank you)[/QUOTE] UT has that too, it's because apparently modern OSes have some innate acceleration or something that most games disable aside from UT99/Unreal 1 [url]http://unrealtournament.99.free.fr/utfiles/index.php?dir=Utilities/mouse/[/url] Try rinput, that worked for me
[IMG]http://i.imgur.com/GNmpk5W.png[/IMG] [URL="http://www.twitch.tv/unrealengine"]Link to twitch[/URL] [editline]15th May 2014[/editline] oh fuck it is ending now. sorry guys :( (At least they are talking about ending, but it may just be this part)
Now we have arms :) (just a quick test) [t]http://i3.minus.com/izud9HVKbDVqq.jpg[/t] [t]http://i5.minus.com/iQDH6r7RY4fMk.png[/t] Now just need to plop a nice clean texture on there so the arms look androgynous, and we'll be set to start working on anims for the first pack
[QUOTE=Jalict;44817669][IMG]http://i.imgur.com/GNmpk5W.png[/IMG] [URL="http://www.twitch.tv/unrealengine"]Link to twitch[/URL] [editline]15th May 2014[/editline] oh fuck it is ending now. sorry guys :( (At least they are talking about ending, but it may just be this part)[/QUOTE] Can anyone find a video of it? [editline]16th May 2014[/editline] Nevermind found it
[QUOTE=Bloodshot12;44820512]Now we have arms :) (just a quick test) [t]http://i3.minus.com/izud9HVKbDVqq.jpg[/t] [t]http://i5.minus.com/iQDH6r7RY4fMk.png[/t] Now just need to plop a nice clean texture on there so the arms look androgynous, and we'll be set to start working on anims for the first pack[/QUOTE] Are you planning on doing a whole set of the UT99 weapons? I'd love to see the flak cannon.
If the guy I'm working with is willing, of course. And let there be textures! [t]http://i5.minus.com/iH0V8t913O7ys.png[/t] Could probably use more contrast in the shading, but would you guys say that's androgynous/UT99 enough?
Are these models being made using UE4 for UT4? They're looking pretty cool so far!
Actually, they are being made for UT2004, though they could probably be ported to UT4 down the road. I have a great desire to see these weapons in a more modern game but UT4 is a ways away, and UT3 is fuck ugly and lacks a lot of content. Conversely, 2k4 has droves of good content and has a clean art style that these will work with. EDIT: Added more light, and some faint detail to the skin [t]http://i2.minus.com/iLYICcn7UPCmJ.png[/t]
I made a thread on the UT4 dev forums based around the idea of [URL="https://forums.unrealengine.com/showthread.php?6212-Assault-A-Vehicle-Compromise-(Vehicle-Assault-Mode)&p=48329#post48329"]separating assault maps with vehicles from normal assault maps[/URL] and turning them into their own gamemode, If any of you here have feedback on this idea I would like to hear it as well. Thanks!
[QUOTE=MacD11;44823609]I made a thread on the UT4 dev forums based around the idea of [URL="https://forums.unrealengine.com/showthread.php?6212-Assault-A-Vehicle-Compromise-(Vehicle-Assault-Mode)&p=48329#post48329"]separating assault maps with vehicles from normal assault maps[/URL] and turning them into their own gamemode, If any of you here have feedback on this idea I would like to hear it as well. Thanks![/QUOTE] You know, it always confused me that CTF and VCTF were different things. Both are the same, you capture a flag, the only difference is some maps focus on foot combat, while other maps focus on vehicle combat. Do the gametypes actually have anything different in them, or is it completely based on whether or not a map has vehicles? I guess it makes it easier to tell which maps have vehicles, and which don't, and a server could run only CTF or only VCTF maps if it wanted to. But I agree with you, assault and vehicle assault could be separate.
Why? CTF and VCTF play very differently. I think it makes perfect sense for them to be separate gamemodes because unlike, say halo, where vehicles have been a core part of gameplay from the start, UT has very specific balance and flow when it comes to regular CTF which is changed drastically by the vehicles
Yeah, you're right.
First pass on the shock rifle [t]http://i6.minus.com/iMApyoDVrAhag.png[/t] [t]http://i.minus.com/irxnp73OEhtT7.png[/t]
I just noticed, the UT pistol could easily be made with a nerf gun
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