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More improved vehicles for Unreal 1.
Posted: Sun Dec 30, 2007 11:24 pm
by fxsr789
I remember Dots' Vehicles.u mod, I loved it, but now I would like to try to make a rather improved version, with actual moving wheels ,etc. Along with some more nifty features.
If 227 has more features that could be useful I'll be sure to make use of them, Obviously I know that with some tricky ways, I could make skid mark decals for vehicles. Tread marks ,etc.
After seeing a screenshot in Mother (Earthbound Zero) from the walkthough at Starmen.net you can drive a tank through a desert region. I plan to add that to EBGame for some extra fun. Haha.
If I get anything done today\tonight I could post screenshots. Or host my server in the public temporarily, depends if I'm in the mood, I might try re-creating UT2004's vehicles in Unreal. (not 100% perfect but close enough) Seriously though Unreal needs more vehicles, and seeing how Dots converted the Onslaught gametype, I guess it needs vehicles to.
-Fenix
Re: More improved vehicles for Unreal 1.
Posted: Mon Dec 31, 2007 2:15 am
by TCP_Wolf
Heck... maybe there is something to all this Unreal revival hype

Re: More improved vehicles for Unreal 1.
Posted: Mon Dec 31, 2007 2:26 am
by sm1key
hahaha

lol unreal is getting back
I cant waith to see this... i my self and other of my mod team are working on models that where waiting to get eddit with the heavymetal mod thinges.. ..
maby u are the man to help us out
lol
well post some screenies
Re: More improved vehicles for Unreal 1.
Posted: Mon Dec 31, 2007 5:25 am
by fxsr789
I'd post a screenshot or two if I had a idea what to use for a good test mesh, maybe the old bulldog mesh (By the way, that vehicle is BROKEN in Ut2004 unless you get the fixed class for it, however it works in UT2003) and it's wheels, and test around in it. One things for certain, the vehicles will not subclass Actor, but rather Pawn instead, and if 227 gets stable I might make use of decals to create skidmarks (if I had the artistic skill to do that)
I really thank Smirf's effort he put into 227, Decals are a dream come true because, I just found another way to amuse myself in Unreal by making fun of the glitches in UT's Decal code. Thanks! I've been waiting for something like this for years, honestly.
I could always make a temporary makeshift mesh, although screenshots wont be enough to showcase the rotating wheels (besides them turning at angles while steering them) vehicles could drive smoothly, compared to (No I'm not trying to offend Dots when I say this) Dots' Vehicles.U which has a rather annoying bug in which it doesn't get along very well against hilly terrain (always jitters up and down and stalls). But still credit to Dots for brining vehicles into Unreal for the first time. (And not to mention that UFO bomb projectile Drake_Osiris loves to spam every time, lol UFO. what a hilarious vehicle.)
I'm also working on a top down RPG gametype based on Earthbound, and I'm going to feature the tank used in the Yucca Desert in Mother 1 (Earthbound Zero) using possibly
simpiler code because Earthbound and Mother are SNES and NES games respectively that lack any physics.
It's still fun to check out though, it's possibly my life's work now.
Thanks for being so interested in this. I never thought I'd have a warm welcome here though. But thanks.
-Fenix
Re: More improved vehicles for Unreal 1.
Posted: Mon Dec 31, 2007 5:44 am
by fxsr789
I've seen Dots convert the Raptor mesh off UT2004 to Unreal 1 (without the correct skin though) so I'm assuming it's the same process for the bulldog mesh. If that is the case All I'd have to do is get the vehicle base code working, some physics changes, and then I'll have a test vehicle to mess around with.
Decals are my friend!
-Fenix
Re: More improved vehicles for Unreal 1.
Posted: Mon Dec 31, 2007 11:59 pm
by Seth
I've seen Dots convert the Raptor mesh off UT2004 to Unreal 1 (without the correct skin though) so I'm assuming it's the same process for the bulldog mesh. If that is the case All I'd have to do is get the vehicle base code working, some physics changes, and then I'll have a test vehicle to mess around with.
Decals are my friend!
-Fenix
I'm a dragon.
Re: More improved vehicles for Unreal 1.
Posted: Tue Jan 01, 2008 12:06 am
by fxsr789
To Seth: Post a picture of yourself then I'm *eager* to notice the fact.
...
Anyways, I'm working on a way to fake vehicle suspension, and make vehicles properly pitch up and down on hilly terrain, (which I think is going to prove to be a nightmare). Flying vehicles might seem easier but I'll never know.
If anything I'd like to use Dots' Raptor mesh he has in C&S for a test flying vehicle, if that's okay.
Re: More improved vehicles for Unreal 1.
Posted: Tue Jan 01, 2008 1:39 am
by []KAOS[]Casey
To Seth: Post a picture of yourself then I'm *eager* to notice the fact.
...
Anyways, I'm working on a way to fake vehicle suspension, and make vehicles properly pitch up and down on hilly terrain, (which I think is going to prove to be a nightmare). Flying vehicles might seem easier but I'll never know.
If anything I'd like to use Dots' Raptor mesh he has in C&S for a test flying vehicle, if that's okay.
Dots usually doesn't mind if you use his stuff as long as you credit him in the source
Re: More improved vehicles for Unreal 1.
Posted: Tue Jan 01, 2008 2:45 am
by fxsr789
I've always give proper credit, though I thought I'd ask Dots first before I used the mesh.
Anyways if I can I will use it, then I'll try to make it like UT2004's Raptor, in terms of physics and controls.
- Fenix
Re: More improved vehicles for Unreal 1.
Posted: Tue Jan 01, 2008 3:07 am
by .:..:
Actually I have been working on a better vehicle physics:
[url]http://www.unrealshredder.com/redirect_ut99/VTest.rar[/url]
Thats not an actual vehicle mod, rather just an physics experiment.
Summon VTest.VTest
*ur camera goes to "inside" view of it.
Use Crouch to acceleration, and yaw the camera to turn it.
This physics actually let you drive up ramps and fly at the end of them aswell drive through a full loops if enough speed.
Now only remains to:
-Fix some small physics glitches
-Add mesh
-Add network codes
-Add better player controls
-Add a way to enter/leave these "vehicles"
-Add bot support
-Much more...
Re: More improved vehicles for Unreal 1.
Posted: Tue Jan 01, 2008 3:13 am
by fxsr789
Dots, you're brilliant. As for "bot support" during the course of me working on this thing. Hey wtf you made a test into improved vehicles, Oh wth. Why does that always happen, lmfao..
Anyways, I had the stupid idea of "faking" bot support in my "VPawn".. It will try to urge a bot to go to it, then once the bot touchs it, the bot will get placed inside, and then the thing will "drive itself" basically, Yeah that is a really stupid implementation.
I'm still trying to get the bulldog mesh and wheels imported, I could just make a really BS mesh and wheels for a even simpiler test vehicle, but then again I should take my time.
- Fenix
Re: More improved vehicles for Unreal 1.
Posted: Tue Jan 01, 2008 3:55 pm
by Leo T_C_K
AFAIK, there was other person who converted ONS vehicles to normal UT and weapons from ut2004, it was in BU forums.
Re: More improved vehicles for Unreal 1.
Posted: Tue Jan 01, 2008 4:20 pm
by Pcube
Yes, but they weren't so great. They don't even rotate up slopes, which can be easily done with cross and dot. They're basically like the original vehicles mod but with different meshes.
Re: More improved vehicles for Unreal 1.
Posted: Wed Jan 02, 2008 1:52 pm
by fxsr789
AFAIK, there was other person who converted ONS vehicles to normal UT and weapons from ut2004, it was in BU forums.
Where
EXACTLY did you find that in the BU Forums, Leo?
I'd like to take a look at it.
- Fenix
Re: More improved vehicles for Unreal 1.
Posted: Wed Jan 02, 2008 2:37 pm
by Leo T_C_K
There was also Onslazght gametype, for the old vehicles I dunno, but it is from this same guy:
http://forums.beyondunreal.com/showthread.php?t=192052
His site is at http://www.blackcheetah.co.nr/
Re: More improved vehicles for Unreal 1.
Posted: Wed Jan 02, 2008 6:17 pm
by fxsr789
Hey, thanks Leo. I'll look into this...
When I get the chance to, that is.
- Fenix
Re: More improved vehicles for Unreal 1.
Posted: Thu Jan 03, 2008 2:51 pm
by Leo T_C_K
TBH I haven't tried that mod yet.

Re: More improved vehicles for Unreal 1.
Posted: Sat Jan 05, 2008 9:01 am
by fxsr789
Wow I feel like making a pack of Onslaught vehicles for Dots' Onslaught mod.
Including the old UT2003 bulldog test vehicle.
- Fenix
Re: More improved vehicles for Unreal 1.
Posted: Sat Jan 05, 2008 3:08 pm
by .:..:
I tried that UT'99 onslaught mod.. but its not that great at all.
-Vehicles act very strange, they basicly just like a new player pawn with new mesh and dif weapon and groundspeed.
-Power nodes build instantly when you touch them.
-No power links = all power nodes needs to be up before you can damage power core, and you can build them in any order you want.
And a lot more...
Re: More improved vehicles for Unreal 1.
Posted: Sat Jan 05, 2008 9:29 pm
by fxsr789
Oh wow, thanks for telling me that Dots, lol...
Still I'm making my own vehicle class, VPawn. So whenever I get this finished I guess I could release the mod somewhere, or make my server temporarily public so people can see it.
Wow power nodes building instantly when you touch them sounds like the BS "Node buster orb" in UT3. Hahahah.
- Fenix
Re: More improved vehicles for Unreal 1.
Posted: Mon Jan 07, 2008 6:19 pm
by Jâçkrâßßit
huh, I wonder if dots took those UT ONS vehicles and combined them with his new physics what it would be like....
...
GET TOO IT!
... actually, if the meshes are publicly available, I might give it a shot!
Re: More improved vehicles for Unreal 1.
Posted: Mon Jan 07, 2008 6:35 pm
by Jâçkrâßßit
btw .:..:'s
I was very impressed with the new physics you created. I was in spirevillage and rolling up rocks and jumping off just like 2004. Great Job!!!!!!! dude!
Re: More improved vehicles for Unreal 1.
Posted: Mon Jan 07, 2008 7:55 pm
by .:..:
Alright.. some more work based on that physics code I did earlier, with added:
-Network codes
-Different movement types; Chopper Craft and WheeledCraft
-Better controls
-A weapon
-Health + HealthBar on HUD
-Team locking, vehicle stealing on team games.
Things to do:
-Add actual vehicles with real meshes
-Fix some movement glitches on wheeledcar
-Add more vehicle types; Submarine, Airship, Plane Craft, Harriet Craft (?), Boat Craft, Tread Craft.
-Fix bot support for them (on the current state bots can only drive wheeledcar around and shoot some).
-Fix monsters melee damage effect on vehicle (not player).
-Add support for passenger turrets
Heres alpha versions (no real vehicles, only moving wooden boxes!):
[url]http://www.geocities.com/mhulden/VehiclePhys.zip[/url]
Summons:
Summon VehiclePhys.WheeledCarPhys
Summon VehiclePhys.ChopperPhys
And for vehicle factorys (respawning vehicles):
Summon VehiclePhys.VehicleFactory (for WheeledCraft)
Summon VehiclePhys.VehicleFactoryC (for Chopper Craft)
Controls:
-Touch vehicle while holding down 'Crouch' key to enter it.
-Moveforward/-backward, Strafe Left/Right to move around.
-Fire/AltFire to fire the weapon.
-ThrowWeapon to leave the vehicle.
-BehindView 1 to toggle behindview (Note: BehindView 0 won't do anything here!).
Re: More improved vehicles for Unreal 1.
Posted: Mon Jan 07, 2008 8:00 pm
by SweMonkey
haha great job dots , i love the box car

Re: More improved vehicles for Unreal 1.
Posted: Mon Jan 07, 2008 8:23 pm
by fxsr789
I might as well delete UVehicles.u seeing Dots just ruined my motivation to do anything with it.
Thanks...
- Fenix