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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
[rtnp]RTNP Episode III: Operation Stealth Claw
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Captain_Clark
[rtnp]RTNP Episode III: Operation Stealth Claw
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
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
- Global Moderator
- Posts: 3310
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: [rtnp]Operation Stealth Claw
Your pictures are linking to thumbnails instead of full-sized images. Makes it hard to see anything.
You must construct additional pylons.
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Hellkeeper
- Global Moderator
- Posts: 3310
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: [rtnp]Operation Stealth Claw
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]
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.
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Captain_Clark
Re: [rtnp]Operation Stealth Claw
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!)
I know what you mean about the second and last pics, I'm gonna upload new ones soon (hopefully!)
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Hellkeeper
- Global Moderator
- Posts: 3310
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: [rtnp]Operation Stealth Claw
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 :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
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 immediatelyeach 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
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
- OldUnreal Member
- Posts: 614
- Joined: Wed Aug 12, 2009 9:24 am
- Location: Poland
Re: [rtnp]Operation Stealth Claw
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
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!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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Dozey
- OldUnreal Member
- Posts: 614
- Joined: Wed Aug 12, 2009 9:24 am
- Location: Poland
Re: [rtnp]Operation Stealth Claw
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!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.
Hmmm simple and quick - advanced modelling required
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Captain_Clark
Re: [rtnp]Operation Stealth Claw
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.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!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.
Hmmm simple and quick - advanced modelling required
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
- OldUnreal Member
- Posts: 614
- Joined: Wed Aug 12, 2009 9:24 am
- Location: Poland
Re: [rtnp]Operation Stealth Claw
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 meI 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.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 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.
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
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.
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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Dozey
- OldUnreal Member
- Posts: 614
- Joined: Wed Aug 12, 2009 9:24 am
- Location: Poland
Re: [rtnp]Operation Stealth Claw
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
Last edited by Dozey on Fri Nov 16, 2012 9:07 am, edited 1 time in total.
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GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: [rtnp]Operation Stealth Claw
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.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 :
And those are not pillars, they are [url=http://en.wikipedia.org/wiki/Baluster]balusters[/url]
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Captain_Clark
Re: [rtnp]Operation Stealth Claw
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?
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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スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: [rtnp]Operation Stealth Claw
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.
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
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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Dozey
- OldUnreal Member
- Posts: 614
- Joined: Wed Aug 12, 2009 9:24 am
- Location: Poland
Re: [rtnp]Operation Stealth Claw
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.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.
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Captain_Clark
Re: [rtnp]Operation Stealth Claw
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
[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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GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: [rtnp]Operation Stealth Claw
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.
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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William(Rainman)
- OldUnreal Member
- Posts: 991
- Joined: Mon Jul 25, 2011 3:20 am
Re: [rtnp]Operation Stealth Claw
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.
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Captain_Clark
Re: [rtnp]Operation Stealth Claw
@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?
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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Dozey
- OldUnreal Member
- Posts: 614
- Joined: Wed Aug 12, 2009 9:24 am
- Location: Poland
Re: [rtnp]Operation Stealth Claw
First time I hear something like that.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.
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Dozey
- OldUnreal Member
- Posts: 614
- Joined: Wed Aug 12, 2009 9:24 am
- Location: Poland
Re: [rtnp]Operation Stealth Claw
BTW. (sorry for double post) are you planning to add some UMS shuttle missions?
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Hellkeeper
- Global Moderator
- Posts: 3310
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: [rtnp]Operation Stealth Claw
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.First time I hear something like that.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 Hellkeeper on Tue Dec 04, 2012 11:52 am, edited 1 time in total.
You must construct additional pylons.
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Captain_Clark
Re: [rtnp]Operation Stealth Claw
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?BTW. (sorry for double post) are you planning to add some UMS shuttle missions?
