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Making a bonus pack for the latest Inf Gold.

Posted: Fri Nov 18, 2011 7:03 pm
by Blu3Haz3
I'm modelling guns and making new animations for Infiltration.  I don't know what the poly count for guns are, so there may end up being difficulties.  So far I have an AK103 Black Edition which I had made in little to just one hour, hopefully I can make some animations for players to look down the sight.  On the other hand, I am going to try and make another addition to Inf where you can hold down a button to turn your head.  Since 227h has head tracking if I am correct, hopefully that may come in hand :).  As for other additions, I hope to make it so that you hold shift to run instead of holding it to walk.  That would make the game more realistic... since in real life people don't put running before walking.  Stamina is not nessesary since the mod would have this feature.

--As for the current weapon list--
AK103
MP7
MP5
MP5SD
M16a4
M14
ACR
RPK-7 [Recoil Grip or Bipod]  **May not have time for Bipod**
PKM
RPG-7 Heat\Frag\Heat-T
Remington 870 AE
M4A3 [Camos: Blue Tiger, Woodland, Desert ops]
M4A1 [Silenced and Unsilenced by button]
M60 [Recoil grip or Bipod] **May not have time for Bipod**
Desert Eagle [Chrome\Gold\Black]
M9 [Silencer or W\O silence by button]
UMP45
M320 Grenade Launcher [Finally something nice]
M240b [Recoil Grip or Bipod] **May not have time for Bipod**
M249 Para SAW [Recoil Grip or Bipod] **May not have time for Bipod**
(More coming soon) \\As a side note, let me know if you want any other weapons

--As for the current vehicle list--
Humvee [Open net]
Humvee [M2 Closed Net]
Gaz Vodnik [Driver, Passangers, Two Gunners, Two Side Gunners,]
UAZ 469 [Driver, Passangers]
AAV-7a1 [MK12]
UH1Y Venom [Left&Right Gunner, Co-Pilot, Pilot, Passanger seats]
M1A1 Abrams [Main Gun, Commander]
T90 [Main Gun, Commander]

[US & Russian Military Characters]

OMON Troops
US Marine Core & MARSOC

--High Quality&Resolution Texture Mapping--This is for ALL 'Weapons', 'Vehicles', 'Characters'.


Expect the best from the old EvO ;D



--- Work In Progress---

--AK103--

http://img3.imageshack.us/img3/2439/myak103.jpg
http://img338.imageshack.us/img338/2235/ak103front.jpg
http://img841.imageshack.us/img841/3748/mystufff.jpg (WIP)

--Spetsnaz Commando--
http://img853.imageshack.us/img853/4023 ... mmando.png (WIP)

Re: Making a bonus pack for the latest Inf Gold.

Posted: Fri Nov 18, 2011 7:13 pm
by Smirftsch

Re: Making a bonus pack for the latest Inf Gold.

Posted: Fri Nov 18, 2011 7:24 pm
by Blu3Haz3
I definately like it, and if you don't mind... possibley letting me build off of that? I'm recreating all of the models and possibly more player and vehicle models for an addon.

Re: Making a bonus pack for the latest Inf Gold.

Posted: Fri Nov 18, 2011 9:30 pm
by Hyzoran
I definately like it, and if you don't mind... possibley letting me build off of that?  I'm recreating all of the models and possibly more player and vehicle models for an addon.
Building off of other people's work is part of what modding is about.  ;)

Also, since I dont feel like creating a seperate thread for this, I reccomend removing bots from the Oldunreal Infiltration standoff server, it kinda ruins it :\

Re: Making a bonus pack for the latest Inf Gold.

Posted: Sat Nov 19, 2011 8:25 am
by Smirftsch
I definately like it, and if you don't mind... possibley letting me build off of that?  I'm recreating all of the models and possibly more player and vehicle models for an addon.
That's why I pointed you there. It contains so many fixes and improvements, it would be a waste not to do so.

Re: Making a bonus pack for the latest Inf Gold.

Posted: Sat Nov 19, 2011 8:27 am
by Smirftsch
Also, since I dont feel like creating a seperate thread for this, I reccomend removing bots from the Oldunreal Infiltration standoff server, it kinda ruins it :\
that was definitely not the idea of it...

Re: Making a bonus pack for the latest Inf Gold.

Posted: Sun Nov 20, 2011 2:52 am
by Hyzoran
Also, since I dont feel like creating a seperate thread for this, I reccomend removing bots from the Oldunreal Infiltration standoff server, it kinda ruins it :\
that was definitely not the idea of it...
Well the thing is... while the bots are nice for when theres only one player on the server, once you have atleast two people they just kinda get in the way. While it does simulate a war, bots are just too dumb to fight properly.

Of course it wasnt the idea of it. ;)

Re: Making a bonus pack for the latest Inf Gold.

Posted: Tue Nov 22, 2011 6:51 pm
by Blu3Haz3
Hey, I have a question... idk if anyone else models on Unreal but the mesh I have made 'could' be exceeding the polycount.  I need to know the polycount for U227h, because whenever I use the 3ds2unr tool it doesn't work.  And the UCC file only imports the script from the .uc file and not the mesh to the mesh viewer.  For the 3ds2unr.exe, it doesn't generate anything but folders and no .3d or .uc file.  That being said, I may have a bit of a hard time doing much in the project.  The .UCC keeps giving me errors like, "Warning: out of sequence obj (Foo) skipped".  I wondered if maybe the starting animation is in the wrong order, but I made sure that it started with the first frame.  On the contrary, I checked the Polycount after importing the .Obj file into Unreal's Mesh Viewer and no Polygons were fabricated.  I'm getting a little worried that maybe I am doing this wrong.

Re: Making a bonus pack for the latest Inf Gold.

Posted: Tue Nov 22, 2011 9:40 pm
by Turboman.
Out of sequence obj## means you haven't numbered the frames properly in the exported sequence... if i'm not mistaken sequence frames should be numbered 1,2,3,4 or 01,02,03,04, starting with either 0 or 1.
If your object is named Foo, each frame is supposed to be named Foo1,Foo2,Foo# in order to export properly.
Doing this wrong means it won't export anything at all, which explains why you couldn't find any mesh file package.


PS, if you're doing this for 227h, use actorX and make use of skeletal animation, there are  so many advantages of using skeletal animation over vertex anims (they're customizable/scriptable ingame, they're smoother, they're easier to work with, they're NOT compatible with 226fudge).

Re: Making a bonus pack for the latest Inf Gold.

Posted: Tue Nov 22, 2011 11:29 pm
by Smirftsch
Also, since I dont feel like creating a seperate thread for this, I reccomend removing bots from the Oldunreal Infiltration standoff server, it kinda ruins it :\
that was definitely not the idea of it...
Well the thing is... while the bots are nice for when theres only one player on the server, once you have atleast two people they just kinda get in the way. While it does simulate a war, bots are just too dumb to fight properly.

Of course it wasnt the idea of it.  ;)
removed them.


Re: Making a bonus pack for the latest Inf Gold.

Posted: Wed Nov 23, 2011 10:50 pm
by Blu3Haz3
Out of sequence obj## means you haven't numbered the frames properly in the exported sequence... if i'm not mistaken sequence frames should be numbered 1,2,3,4 or 01,02,03,04, starting with either 0 or 1.
If your object is named Foo, each frame is supposed to be named Foo1,Foo2,Foo# in order to export properly.
Doing this wrong means it won't export anything at all, which explains why you couldn't find any mesh file package.


PS, if you're doing this for 227h, use actorX and make use of skeletal animation, there are  so many advantages of using skeletal animation over vertex anims (they're customizable/scriptable ingame, they're smoother, they're easier to work with, they're NOT compatible with 226fudge).
I'll give it a shot with actorX, my object isn't called Foo... but that was kind of an example for it.

Re: Making a bonus pack for the latest Inf Gold.

Posted: Thu Nov 24, 2011 5:58 pm
by Turboman.
I'll give it a shot with actorX, my object isn't called Foo... but that was kind of an example for it.
Forgot to mention, this procedure (of taking each frame and naming it), is unnecessary when using skeletal animations and actorX, skeletal anims are pretty straightforward.

Re: Making a bonus pack for the latest Inf Gold.

Posted: Tue Dec 06, 2011 1:34 am
by ShinDarkfox
I recommend skeletal animations too as well if you want an easy to work with format. It is also nice to mention that PSK/PSA has high compatibility and easy to go back to to fix and adjust (and convert several other formats into it as long as they have a coherent skeleton). The only problem I've seen so far is that using mesh collision will likely crash the game so avoid that.