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MMUHorrorBruteKnight (New Pawn)

Unreal Unreal and more Unreal
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makemeunreal
OldUnreal Member
Posts: 570
Joined: Sat Mar 23, 2013 7:51 pm

MMUHorrorBruteKnight (New Pawn)

Post by makemeunreal »

MMUHorrorBruteKnight

The (Horror)BruteKnight is a bloodthirsty more beefy, tainted variant of the Brute. Come with custom graphics and some basic coding. Have fun! :twisted:
Ingame summon code: summon MMU_HorrorBruteKnight.MMUHorrorBruteKnight
Image

Preview:


Download:
https://www.dropbox.com/scl/fi/zfgr91fn ... r4rx8&dl=1

I am pretty sure it won't work under UT given that it uses DirectionalBlastMarks. I could have easily removed this tho since the vanilla blood puddle is not a "directional texture".
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Leo T_C_K
OldUnreal Member
Posts: 4188
Joined: Sat Aug 27, 2005 6:24 pm

Re: MMUHorrorBruteKnight (New Pawn)

Post by Leo T_C_K »

Acording to Andrew Paquette, a "knight" was one of the first enemies/characters created for Unreal, no he didn't confuse it with Quake. It was in the fantasy phase when only Tim, Cliff and James were working on the game. The knight had minimum of polygons but used a masking texture to appear better than he was. Like really minimum of polygons, but cliff was proud of it reportedly, how much they did back then with the utmost minimum of polygons. And no it wasn't any of the texed leftovers unless one of the broken/missing models is it.

He said it still looked very shard like though. But you making this skin reminds me it. It must have been very early 1995 or so.

It was also anything unlike what we've seen. Unlike quake's knight or that early character that we didn't get a skin for, that I made smirftsch skin for..lol

it was much more primitive than those.

the detail was all in the texture/skin. makes you wonder why they didn't make it a sprite outright LOL

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