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[rtnp]RTNP Episode III: Operation Stealth Claw

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Captain_Clark

[rtnp]RTNP Episode III: Operation Stealth Claw

Post by Captain_Clark »

Developer: UMS: Research & Development Division "Stealth Claw"
Status:Developing

Screenshots:
[URL=http://imageshack.us/photo/my-images/259/suntemp201282918120843.png/][img]http://imageshack.us/a/img259/280/suntemp201282918120843.th.png[/img][/URL][URL=http://imageshack.us/photo/my-images/38/dcanyon201282975547890.png/][img]http://imageshack.us/a/img38/569/dcanyon201282975547890.th.png[/img][/URL][URL=http://imageshack.us/photo/my-images/6/dcanyon201282975646703.png/][img]http://imageshack.us/a/img6/9898/dcanyon201282975646703.th.png[/img][/URL][URL=http://imageshack.us/photo/my-images/222/dcanyon201282975825437.png/][img]http://imageshack.us/a/img222/1317/dcanyon201282975825437.th.png[/img][/URL]








Synopsis:
5 years after the events of RTNP, Captain John Clark, previously of the UMS Bodega Bay, is sent back to Na Pali to aid the remnants of Stealth Claw Base after a heavy onslaught from the Skaarj. The helpless scientists sent out a distress call for help, Clark and his legendary marines quickly setting out to help.
However, when the UMS Berryessa (Heavy Destroyer of the UMS fleet, and under Clark's command) is attacked by a Skaarj Battleship, and plummets towards the hostile planet, it starts to look like Clark will have to salvage the original salvaging mission...

Features:
10 maps + intro and outro maps
3 new weapons
New Pawns: Including Qtit's alternate pawns and more...
A new playerpawn model
New locations including a Nali Palace and an Ancient City.
Vehicles
Emitters, static meshes, other 227 stuff
And even more...

Recruiting:
I will need Coders, Texture Makers and DM Mappers.

If you want to help, here's my email address: ewansteady@yahoo.co.uk
Or PM me here.

Updates:
Second level done. Fourth and fifth level has been started on. First level is back under construction.

Links:
http://www.captainclarkgames.webs.com
Last edited by Captain_Clark on Thu Apr 25, 2013 4:46 pm, edited 1 time in total.
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Hellkeeper
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Re: [rtnp]Operation Stealth Claw

Post by Hellkeeper »

Your pictures are linking to thumbnails instead of full-sized images. Makes it hard to see anything.
You must construct additional pylons.
Captain_Clark

Re: [rtnp]Operation Stealth Claw

Post by Captain_Clark »

My bad! :-[
Should be fixed now.
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Hellkeeper
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Re: [rtnp]Operation Stealth Claw

Post by Hellkeeper »

I like the first screen. The second and last ones are not very remarkable, but the third... By god.

It strongly reminds me of one of my early tests with Static-Meshes :

[img]http://imageshack.us/a/img514/6829/versaillesz.jpg[/img]
You must construct additional pylons.
Captain_Clark

Re: [rtnp]Operation Stealth Claw

Post by Captain_Clark »

ooh! I like that. Did you make it in UnrealEd 2? Because if it is, then I want to know how to make the mini pillars in the banister ;)
I know what you mean about the second and last pics, I'm gonna upload new ones soon (hopefully!)
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Hellkeeper
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Re: [rtnp]Operation Stealth Claw

Post by Hellkeeper »

ooh! I like that. Did you make it in UnrealEd 2? Because if it is, then I want to know how to make the mini pillars in the banister ;)
Yes, this is UnrealEd 2.1, each little pillar is a static-mesh made with the 2DShape editor and lofted with 16 sides. However, this is not practical at all, because though it's easy to do and looks great, you can read [url=http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1289161436/7#7]here the problems[/url] of such a thing :
each column is 256 polys [...] the node count goes through the roof because just this staircase (and really, all there is is on the screenshot) features 86 columns, each with two small bsp prisms to link it to the ramps. One full ramp is already 178 brushes and 43 meshes, which means a maximum of  11 008 polys just for meshes on just this staircase
So the stairs you see here gave me a grand total of 15 frames per second on a recent and powerful computer. You can't do that in a normal map (and I gave up immediately ;))

Your ramp reminded me of this test I had done because of the green and white marble textures you used there which I used also in this experiment.
Last edited by Hellkeeper on Thu Oct 25, 2012 9:44 pm, edited 1 time in total.
You must construct additional pylons.
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Dozey
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Re: [rtnp]Operation Stealth Claw

Post by Dozey »

I like it. The RTNP should have more custom levels like these one. Also you could use a small trick here if you don't want to have big problems with coding. You could use the Mylevel.SpaceMarinePlayer with model of marine and animation for it. It's quite easy but effect is very nice. Of course if you want to have marine player.
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Captain_Clark

Re: [rtnp]Operation Stealth Claw

Post by Captain_Clark »

I like it. The RTNP should have more custom levels like these one. Also you could use a small trick here if you don't want to have big problems with coding. You could use the Mylevel.SpaceMarinePlayer with model of marine and animation for it. It's quite easy but effect is very nice. Of course if you want to have marine player.
Basically what i'm wanting is to have a Spacemarine with no helmet, so that Clark's head shows. I might even have the option as to whether you want to have clark in space armour or just in a t-shirt and trousers, a bit like in Outlander. That's kind of who I got the idea of Clark from!
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Dozey
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Re: [rtnp]Operation Stealth Claw

Post by Dozey »

I like it. The RTNP should have more custom levels like these one. Also you could use a small trick here if you don't want to have big problems with coding. You could use the Mylevel.SpaceMarinePlayer with model of marine and animation for it. It's quite easy but effect is very nice. Of course if you want to have marine player.
Basically what i'm wanting is to have a Spacemarine with no helmet, so that Clark's head shows. I might even have the option as to whether you want to have clark in space armour or just in a t-shirt and trousers, a bit like in Outlander. That's kind of who I got the idea of Clark from!

Hmmm simple and quick - advanced modelling required ;)
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Captain_Clark

Re: [rtnp]Operation Stealth Claw

Post by Captain_Clark »

I like it. The RTNP should have more custom levels like these one. Also you could use a small trick here if you don't want to have big problems with coding. You could use the Mylevel.SpaceMarinePlayer with model of marine and animation for it. It's quite easy but effect is very nice. Of course if you want to have marine player.
Basically what i'm wanting is to have a Spacemarine with no helmet, so that Clark's head shows. I might even have the option as to whether you want to have clark in space armour or just in a t-shirt and trousers, a bit like in Outlander. That's kind of who I got the idea of Clark from!

Hmmm simple and quick - advanced modelling required ;)
I don't think that it would be that hard. I would just have to edit the current space marine model, maybe add an extra couple of talk anims for when Clark speaks.

I can do the modelling bit, it's just when it comes to animations and skinning that I get stuck in the mud :-/
I might have to do without the choice thing, but if I am able to do it, then I'll do it!

Also a new screeny:
[URL=http://imageshack.us/photo/my-images/703/bigstructure.jpg/][img]http://imageshack.us/a/img703/5020/bigstructure.th.jpg[/img][/URL]

what it is and what will occur around it will remain a mystery... for now.

Last edited by Captain_Clark on Tue Oct 30, 2012 5:13 pm, edited 1 time in total.
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Dozey
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Re: [rtnp]Operation Stealth Claw

Post by Dozey »

Basically what i'm wanting is to have a Spacemarine with no helmet, so that Clark's head shows. I might even have the option as to whether you want to have clark in space armour or just in a t-shirt and trousers, a bit like in Outlander. That's kind of who I got the idea of Clark from!

Hmmm simple and quick - advanced modelling required ;)
I don't think that it would be that hard. I would just have to edit the current space marine model, maybe add an extra couple of talk anims for when Clark speaks.

I can do the modelling bit, it's just when it comes to animations and skinning that I get stuck in the mud :-/
I might have to do without the choice thing, but if I am able to do it, then I'll do it!

Also a new screeny:
[URL=http://imageshack.us/photo/my-images/703/bigstructure.jpg/][img]http://imageshack.us/a/img703/5020/bigstructure.th.jpg[/img][/URL]

what it is and what will occur around it will remain a mystery... for now.
I was trying to edit the marine model only to make him a little bigger except head. It failed even it was quite simple (but not for me :D), so I've stayed with regular model from umsspacemarine mod. I am not saying that I won't edit it anymore, but I don't think I'll find someone who will edit it properly. Stuff which I wanted to make was a medium and heavy kind of space marine similar like U2 have. So it looks like you have a lot to do with the model ;). But I can suggest you how you could edit it. You can ripp 2 models from Unreal. First one will be marine model, second one will be male1/2/3. You can "cut" the male's head then insert it in marine model - before it you need to delete the existing marine helmet head. When you'll done with it you have to animate it. You can use also male's animation but it will be rather hard way to accomplish - I would advice for you animation from zero point: it will be the best way. I don't know your skill in modelling so if it will be useless cause you are more advanced, then sorry for my spam message here  ;D. The voice case needs more coding knowledge so I can't tell you anything in this category - you can use the script from umsspacemarine mod, as far I know it has got quite simple voice commands in code.
BTW. This screen looks really interesting and I guess it's a new Nali Temple-Tower or something like that? ;)


EDIT: Which modelling program are you using?
Last edited by Dozey on Thu Nov 15, 2012 1:21 pm, edited 1 time in total.
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Captain_Clark

Re: [rtnp]Operation Stealth Claw

Post by Captain_Clark »

I'm using Blender.

The "cutting off the head and sticking it on some other guy's body" was the kind of idea I had. I'm probably going to use male 1's head.

Close with the temple guess... very close. :)
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Re: [rtnp]Operation Stealth Claw

Post by Dozey »

I'm using Blender.

The "cutting off the head and sticking it on some other guy's body" was the kind of idea I had. I'm probably going to use male 1's head.

Close with the temple guess... very close. :)

HUH you will have a giant work to do if you work with blender  :(. My modeller made a few models with animations and we are still trying to convert them into unreal 3d format, but with no results. So I have decided to use Milkshape for animated models. Models with no animations will be exported as prefabs and then imported to static mesh format. From the time of 2 months I am searching for working plugin that will import blender meshes to UnrealED succesful. But you can still make models in Blender then you can try import them in Milkshape. I will try this method this weekend, cause I haven't got enough time last days.
Last edited by Dozey on Fri Nov 16, 2012 9:07 am, edited 1 time in total.
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Re: [rtnp]Operation Stealth Claw

Post by GreatEmerald »

I like the first screen. The second and last ones are not very remarkable, but the third... By god.

It strongly reminds me of one of my early tests with Static-Meshes :
Indeed, I also find the third one interesting. It reminds me of the architecture in The Wheel of Time. Speaking of which, I really need to finish that WoT to Unreal converter I'm working on.

And those are not pillars, they are [url=http://en.wikipedia.org/wiki/Baluster]balusters[/url] :P
Captain_Clark

Re: [rtnp]Operation Stealth Claw

Post by Captain_Clark »

I must admit that I have never played Wheel Of Time, so I'm not really sure what the architecture looks like :-[

That Staircase is currently getting a refurbishment (I didn't really like my square "balusters", and didn't do a very good job of the hand rail.) I will post a screenshot of the refurbished version soon...

Also, Dozey, I tried using milkshape, but it wouldn't let me use anything, and kept telling me to buy a license. Would 3D Studio be better?
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Re: [rtnp]Operation Stealth Claw

Post by スマイル・ドラゴン »

3D Studio is obviously better because that's what Epic used themselves.

Milkshape is a POS, infact I can't even run it because the idiots who programmed it can't even program OpenGL properly. (keeps thinking I don't have a 3D card when I obviously DO...) It's not worth getting a license for if they can't even do something as simple and basic as OpenGL programming...

And to throw in my opinion on this project, it looks fine. I like the architecture you're designing in those maps, especially the staircases.
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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Re: [rtnp]Operation Stealth Claw

Post by Dozey »

3D Studio is obviously better because that's what Epic used themselves.

Milkshape is a POS, infact I can't even run it because the idiots who programmed it can't even program OpenGL properly. (keeps thinking I don't have a 3D card when I obviously DO...) It's not worth getting a license for if they can't even do something as simple and basic as OpenGL programming...

And to throw in my opinion on this project, it looks fine. I like the architecture you're designing in those maps, especially the staircases.
True that. Interface of Milkshape looks terrible. That's why I am working from the time of 3 months on 3Ds Max. However exporting and importing meshes to Unreal through Milkshape is much easier to do.
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Re: [rtnp]Operation Stealth Claw

Post by Captain_Clark »

Two refurbished areas of Demon's Canyon.
[URL=http://imageshack.us/photo/my-images/812/dcanyon2012111920212687.png/][img]http://imageshack.us/a/img812/6704/dcanyon2012111920212687.th.png[/img][/URL]
[URL=http://imageshack.us/photo/my-images/191/dcanyon2012111920213950.png/][img]http://imageshack.us/a/img191/3681/dcanyon2012111920213950.th.png[/img][/URL]
Say what you think :)
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Re: [rtnp]Operation Stealth Claw

Post by GreatEmerald »

In the first picture, you should convert the pillars to meshes and apply smoothing, it would make them look a lot better. If you don't mind using 227 features, that is.
Also, you could probably add a trim/arch texture around the hallway entrances, as they look a bit out of place just ending there abruptly.
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Re: [rtnp]Operation Stealth Claw

Post by William(Rainman) »

I'm just hoping that most of the Structures/Buidlings are not Big Giant Building like Church Halls or Cathedrals. I Prefer most of my Buildings to be within the Character Height. Much like our Houses we live in the Average Ceiling Height in our House is Roughly 9ft in Height depending on the Individuals Height. The Nali are Roughly 8ft Tall so the Ceiling Height would be Roughly 10-11ft in Height.

Last edited by William(Rainman) on Tue Nov 20, 2012 5:03 am, edited 1 time in total.
Captain_Clark

Re: [rtnp]Operation Stealth Claw

Post by Captain_Clark »

@Great Emerald:
I'm already making good use of the features of 227, here's another pic:
[URL=http://imageshack.us/photo/my-images/19/autoplay201281311102244.png/][img]http://imageshack.us/a/img19/9273/autoplay201281311102244.th.png[/img][/URL]
So I'll convert them to meshes (I was thinking to do that anyway..). I'll also take the hint with the trim thing: these castles are meant to look very decorative.

@WilliamR:
I like my buildings to be reasonably sized too, but the pics I've shown are of rooms that are meant to be large, to show off grandeur and that they have a lot of money :)
Also, is 256uu equal to about 10ft?
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Re: [rtnp]Operation Stealth Claw

Post by Dozey »

I'm just hoping that most of the Structures/Buidlings are not Big Giant Building like Church Halls or Cathedrals. I Prefer most of my Buildings to be within the Character Height. Much like our Houses we live in the Average Ceiling Height in our House is Roughly 9ft in Height depending on the Individuals Height. The Nali are Roughly 8ft Tall so the Ceiling Height would be Roughly 10-11ft in Height.
First time I hear something like that. ;D
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Re: [rtnp]Operation Stealth Claw

Post by Dozey »

BTW. (sorry for double post) are you planning to add some UMS shuttle missions?
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Re: [rtnp]Operation Stealth Claw

Post by Hellkeeper »

I'm just hoping that most of the Structures/Buidlings are not Big Giant Building like Church Halls or Cathedrals. I Prefer most of my Buildings to be within the Character Height. Much like our Houses we live in the Average Ceiling Height in our House is Roughly 9ft in Height depending on the Individuals Height. The Nali are Roughly 8ft Tall so the Ceiling Height would be Roughly 10-11ft in Height.
First time I hear something like that.  ;D
Because in terms of gameplay, this is very limiting. People prefer unusual and unrealistically large architecture they can easily navigate, and that's why games usually have large proportions.
Last edited by Hellkeeper on Tue Dec 04, 2012 11:52 am, edited 1 time in total.
You must construct additional pylons.
Captain_Clark

Re: [rtnp]Operation Stealth Claw

Post by Captain_Clark »

BTW. (sorry for double post) are you planning to add some UMS shuttle missions?
I'm not sure what you mean by this... Do you mean a level where you go in a spaceship, or one where you fly a scoutship?

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