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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
New Gametype Death Force 227
- CrackeR
- OldUnreal Member
- Posts: 58
- Joined: Tue Sep 16, 2008 4:19 pm
New Gametype Death Force 227
Patrons!
I am making a new gametype for 227. Think of serpentine/infiltration team dm/ and standoff all combined. My DHC weapons already look alot like strike force, we used some of their meshes also some tac ops and some swat. I have permission to use these files as well as the map packs I am importing from UT.
I want to take advantage of skeletal mesh usage in 227. I am having problems making my new models show up at all. I can summon them, but I cannot get them to show in the player menus. Also I am having issues making the map texures look great.
I am recruiting mapers and people good with editing INT files and such. Anyone interesested plz contact me
aim BigDaddyDrew04
msn andrew_vogeler@hotmail.com
yahoo andrewvogeler@yahoo.com
Thank you all, I will post screenshot soon as I get first map done!
I am making a new gametype for 227. Think of serpentine/infiltration team dm/ and standoff all combined. My DHC weapons already look alot like strike force, we used some of their meshes also some tac ops and some swat. I have permission to use these files as well as the map packs I am importing from UT.
I want to take advantage of skeletal mesh usage in 227. I am having problems making my new models show up at all. I can summon them, but I cannot get them to show in the player menus. Also I am having issues making the map texures look great.
I am recruiting mapers and people good with editing INT files and such. Anyone interesested plz contact me
aim BigDaddyDrew04
msn andrew_vogeler@hotmail.com
yahoo andrewvogeler@yahoo.com
Thank you all, I will post screenshot soon as I get first map done!
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: New Gametype Death Force 227
Writing the INT files for custom models is easy:
-Create a new class that extends some UnrealIPlayer class.
-Create an int file with the same package name (i.e: NewPlayerModels.u > NewPlayerModels.int).
-Write the contents (with WordPad or something):
-Create a new class that extends some UnrealIPlayer class.
-Create an int file with the same package name (i.e: NewPlayerModels.u > NewPlayerModels.int).
-Write the contents (with WordPad or something):
And now "My Player Model A" and "My Player Model B" should appear as selectable player meshes.[Public]
Object=(Name=NewPlayerModels.PlayerClassA,Class=Class,MetaClass=UnrealShare.UnrealIPlayer,Description="My Player Model A")
Object=(Name=NewPlayerModels.PlayerClassB,Class=Class,MetaClass=UnrealShare.UnrealIPlayer,Description="My Player Model B")
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- CrackeR
- OldUnreal Member
- Posts: 58
- Joined: Tue Sep 16, 2008 4:19 pm
Re: New Gametype Death Force 227
[Public]
Object=(Name=DHC_Models.DHC_Male1,Class=Class,MetaClass=DHC_Models.DHC_Player,Description="Death Force M-1")
Object=(Name=DHC_Models.DHC_Male2,Class=Class,MetaClass=DHC_Models.DHC_Player,Description="Death Force M-2")
Object=(Name=DHC_Models.DHC_Female1,Class=Class,MetaClass=DHC_Models.DHC_Player,Description="Death Force F-1")
Object=(Name=DHC_Models.DHC_Female2,Class=Class,MetaClass=DHC_Models.DHC_Player,Description="Death Force F-2")
This isn't working am I missing something?
The file is dhc_models.u
Object=(Name=DHC_Models.DHC_Male1,Class=Class,MetaClass=DHC_Models.DHC_Player,Description="Death Force M-1")
Object=(Name=DHC_Models.DHC_Male2,Class=Class,MetaClass=DHC_Models.DHC_Player,Description="Death Force M-2")
Object=(Name=DHC_Models.DHC_Female1,Class=Class,MetaClass=DHC_Models.DHC_Player,Description="Death Force F-1")
Object=(Name=DHC_Models.DHC_Female2,Class=Class,MetaClass=DHC_Models.DHC_Player,Description="Death Force F-2")
This isn't working am I missing something?
The file is dhc_models.u
- CrackeR
- OldUnreal Member
- Posts: 58
- Joined: Tue Sep 16, 2008 4:19 pm
Re: New Gametype Death Force 227
THANKS I just noticed my metaclass was wrong!!! Man lol I should have figured that out!
Thanks a ton, ya'll are gonna love this mod!
Ok my next problem I have is spikes in my clip meshes. Anyone know a good method to get rid of these? Here is a pic.
[img]http://img404.imageshack.us/img404/7208/meshspikedz0.jpg[/img]
Thanks a ton, ya'll are gonna love this mod!
Ok my next problem I have is spikes in my clip meshes. Anyone know a good method to get rid of these? Here is a pic.
[img]http://img404.imageshack.us/img404/7208/meshspikedz0.jpg[/img]
Last edited by CrackeR on Mon Oct 06, 2008 8:37 pm, edited 1 time in total.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: New Gametype Death Force 227
set MLOD 0 on import and it should fix it..#exec MESH IMPORT MESH=LodMesh ANIVFILE=MODELS\AnyMesh_a.3D DATAFILE=MODELS\AnyMesh_d.3D X=0 Y=0 Z=0 MLOD=0
Last edited by []KAOS[]Casey on Tue Oct 07, 2008 7:00 pm, edited 1 time in total.
- CrackeR
- OldUnreal Member
- Posts: 58
- Joined: Tue Sep 16, 2008 4:19 pm
Re: New Gametype Death Force 227
Thanks a ton, it worked in my test compilation. I have yet to correct all of the scripts and recompile the whole shindig but will soon. I have finished importing my first map from inf 2.9 and texturing it up, added a couple toys from the assault mod, and started the playerskins. Here is some teasers 
[img]http://i453.photobucket.com/albums/qq253/dhcracker/betamap4.jpg[/img]
[img]http://i453.photobucket.com/albums/qq253/dhcracker/betamap3.jpg[/img]
[img]http://i453.photobucket.com/albums/qq253/dhcracker/betamap2.jpg[/img]
[img]http://i453.photobucket.com/albums/qq253/dhcracker/betamap4.jpg[/img]
[img]http://i453.photobucket.com/albums/qq253/dhcracker/betamap3.jpg[/img]
[img]http://i453.photobucket.com/albums/qq253/dhcracker/betamap2.jpg[/img]
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
- CrackeR
- OldUnreal Member
- Posts: 58
- Joined: Tue Sep 16, 2008 4:19 pm
Re: New Gametype Death Force 227
Thanks! Soon as i get my skins figured out I'll show what they look like. I just love the ut barrel rolls that pwns. I
have now every single skin showing only on my guys chest... lol textures 1,2,3,4 from each complete shows up on his chest as u scroll through. I got something named wrong no doubt but I really suck at skinning.
Anyone done any multiskinning I can recruit to educate me????
have now every single skin showing only on my guys chest... lol textures 1,2,3,4 from each complete shows up on his chest as u scroll through. I got something named wrong no doubt but I really suck at skinning.
Anyone done any multiskinning I can recruit to educate me????
- Matrix224
- OldUnreal Member
- Posts: 742
- Joined: Wed Feb 20, 2008 7:41 pm
Re: New Gametype Death Force 227
Will this fix a mesh so that if it plays an animation it wont like..have a seizure and turn into these 'spikes'? I tried this and it still did that so I was just wondering if i was doing something wrong or if it just doesn't do thisQuote:
#exec MESH IMPORT MESH=LodMesh ANIVFILE=MODELS\AnyMesh_a.3D DATAFILE=MODELS\AnyMesh_d.3D X=0 Y=0 Z=0 MLOD=0
set MLOD 0 on import and it should fix it..
- スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: New Gametype Death Force 227
Matrix, if you don't want it to turn into spikes you need to use a different method to export mesh's, one that is so hard for other people to understand.
it involves isolating the mesh's in the package you want to extract them with in ut99's editor if the mesh's ARE COMING FROM ut99, then once they're all completely isolated, you simply save the package with the isolated mesh's with a different name "e.g. in UnrealED's log window, OBJ SAVEPACKAGE PACKAGE=ModelPackage File="Something.u" " then #exec OBJ LOAD the package in your .UC source...
yeah it really is hard to explain unless you attempt it yourself, it works for me, and mesh's wont spazz out so bad because WOTGreal and UTPT COMPLETELY SUCK AT EXPORTING MESHS!
it involves isolating the mesh's in the package you want to extract them with in ut99's editor if the mesh's ARE COMING FROM ut99, then once they're all completely isolated, you simply save the package with the isolated mesh's with a different name "e.g. in UnrealED's log window, OBJ SAVEPACKAGE PACKAGE=ModelPackage File="Something.u" " then #exec OBJ LOAD the package in your .UC source...
yeah it really is hard to explain unless you attempt it yourself, it works for me, and mesh's wont spazz out so bad because WOTGreal and UTPT COMPLETELY SUCK AT EXPORTING MESHS!
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- CrackeR
- OldUnreal Member
- Posts: 58
- Joined: Tue Sep 16, 2008 4:19 pm
Re: New Gametype Death Force 227
Now that is interesting. I follow everything but how u "isolate" the mesh. Is this method written about somewhere?
- スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: New Gametype Death Force 227
ask Casey or .:..: for details, it's known as "ghetto exporting".
i'm to lazy to write out the procedures.
i'm to lazy to write out the procedures.
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: New Gametype Death Force 227
Hmm? Maybe it's possible to use that for exporting Static Meshes from U2 as well? That would be cool, as yes, UTPT doesn't do very well 
- CrackeR
- OldUnreal Member
- Posts: 58
- Joined: Tue Sep 16, 2008 4:19 pm
Re: New Gametype Death Force 227
I use wot greals developer build. I get less errors and spikes than w/ utpt. But I often have to export the same mesh a few times to get it out bug free.
- CrackeR
- OldUnreal Member
- Posts: 58
- Joined: Tue Sep 16, 2008 4:19 pm
Finally a beta map
I finally got a beta put together. I still lack gametype setup but its probly just gonna be a form of team deathmatch slowed down a little.
I made this in 227 I don't think the players work in anything else. Let me know if you see anything I screwed up? lol thanks guys!
www.unrealinfiltration.net/files/DeathForce.rar
Sorry its a little big but its worth it.
I made this in 227 I don't think the players work in anything else. Let me know if you see anything I screwed up? lol thanks guys!
www.unrealinfiltration.net/files/DeathForce.rar
Sorry its a little big but its worth it.


