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New Gametype Death Force 227
Posted: Mon Oct 06, 2008 6:05 pm
by CrackeR
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!
Re: New Gametype Death Force 227
Posted: Mon Oct 06, 2008 6:55 pm
by .:..:
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):
[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")
And now "My Player Model A" and "My Player Model B" should appear as selectable player meshes.
Re: New Gametype Death Force 227
Posted: Mon Oct 06, 2008 7:37 pm
by CrackeR
[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
Re: New Gametype Death Force 227
Posted: Mon Oct 06, 2008 7:41 pm
by CrackeR
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]
Re: New Gametype Death Force 227
Posted: Tue Oct 07, 2008 6:59 pm
by []KAOS[]Casey
#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..
Re: New Gametype Death Force 227
Posted: Thu Oct 09, 2008 1:56 pm
by CrackeR
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]
Re: New Gametype Death Force 227
Posted: Thu Oct 09, 2008 4:49 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
It looks really nice.

Re: New Gametype Death Force 227
Posted: Thu Oct 09, 2008 11:03 pm
by CrackeR
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????
Re: New Gametype Death Force 227
Posted: Fri Oct 10, 2008 11:36 pm
by Matrix224
Quote:
#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..
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 this
Re: New Gametype Death Force 227
Posted: Fri Oct 10, 2008 11:49 pm
by スマイル・ドラゴン
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!
Re: New Gametype Death Force 227
Posted: Sat Oct 11, 2008 3:46 am
by CrackeR
Now that is interesting. I follow everything but how u "isolate" the mesh. Is this method written about somewhere?
Re: New Gametype Death Force 227
Posted: Sat Oct 11, 2008 3:56 am
by スマイル・ドラゴン
ask Casey or .:..: for details, it's known as "ghetto exporting".
i'm to lazy to write out the procedures.
Re: New Gametype Death Force 227
Posted: Sat Oct 11, 2008 8:03 am
by GreatEmerald
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

Re: New Gametype Death Force 227
Posted: Sat Oct 11, 2008 9:02 pm
by CrackeR
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.
Finally a beta map
Posted: Sun Oct 19, 2008 3:41 am
by CrackeR
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.