>:( Conversion,
I found this KF Steam mutator that lets you use DOOM 3 zombies to Killing Floor Steam. I want to know if there is any way to transfer the textures and animations over to Killing Floor UT2004 mod?
Link to DOOM3 KF Mutator - http://forums.tripwireinteractive.com/showthread.php?t=52388.
Pictures of DOOM 3 KF Steam zombies below:
Mancubus zombie
(http://i1014.photobucket.com/albums/af261/poompoom500/kfdoom3zombies0.jpg)
Revenant zombie
(http://i1014.photobucket.com/albums/af261/poompoom500/kfdoom3zombies1.jpg)
Vagary zombie
(http://i1014.photobucket.com/albums/af261/poompoom500/kfdoom3zombies2.jpg)
Good luck with that Poom, look forward to your conversion
They were originally made for ut2004, someone's been ripping off.
:-\ Continuation,
I just found the original UT2004 DOOM 3 mutator - http://www.unreal.shaungoeppinger.com/mon2009doommonsterpack.html. And some more mutators like Alien, Pikachu, Dinotopia, and others - http://www.unreal.shaungoeppinger.com/monsters.html.
:-\ Continuation,
Well, I got to use the animations and textures for Killing Floor. I made some changes at KFGametype.uc that I extracted from KFMod.u. But I am having problems with the zombie spawns end. They spawn but they can't stop. The files for the DOOM3 toons is in the DoomMonsterPackv3.u file. Pictures below:
The Cerub zombie:
(http://i1014.photobucket.com/albums/af261/poompoom500/kfdoom3_4.jpg)
The Trite zombie:
(http://i1014.photobucket.com/albums/af261/poompoom500/kfdoom3_5.jpg)
The Imp combination:
(http://i1014.photobucket.com/albums/af261/poompoom500/kfdoom3_3.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/kfdoom3_0.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/kfdoom3_1.jpg)
:-[ Continuation,
To have the DOOM3 characters work in Killing Floor UT2004 mod, you have to have the Doom Monster Pack 3 from Shaun Goeppinger - http://www.unreal.shaungoeppinger.com/monsters.html. Install it on your KFMod20 directory. Then extract KFMod.u. Edit KFGametype.uc code below by using your notepad:
cd c:\program files\unreal tournament 2004\system
ucc batchexport KFMod class uc ..\KFMod\Classes
CODE for KFGametype.uc below:
//MonsterClassName(0)="KFChar.ZombieClot"
//MonsterClassName(1)="KFChar.ZombieCrawler"
//MonsterClassName(2)="KFChar.ZombieGoreFast"
MonsterClassName(3)="KFChar.ZombieStalker"
MonsterClassName(4)="KFChar.ZombieScrake"
MonsterClassName(5)="KFChar.ZombieFleshpound"
MonsterClassName(6)="KFChar.ZombieBloat"
MonsterClassName(7)="KFChar.ZombieSiren"
MonsterClassName(8)="KFChar.ZombieBoss"
MonsterClassName(2)="DoomMonsterPackv3.Vagary"
MonsterClassName(1)="DoomMonsterPackv3.HellKnight"
MonsterClassName(0)="DoomMonsterPackv3.Archvile"
I already made the changes to the last three lines!
Then repack KFMod by using the console (DOS RUN) and type the following:
cd c:\program files\unreal tournament 2004\system
ucc make KFMod -mod=KFMod20
Get the KFMod.u file from Unreal Tournament 2004\System directory and copy/paste to KFMod20/System
Then you're done.
:) Continuation,
Made a video of the Killing Floor UT2004 DOOM3 - http://www.xfire.com/video/520c9c/.
Impressive^^
Oh lol :D
Impressive to see them function correctly in-game, I suspect not as easy as it looks. Nice work Mahls!
And I also find myself carrying the Ultimax often :)
that look good, now I know it is possible to import such monster into Kf.
Still' I am still searching how changes wave o KF.
>:( To Audrey-Rafael,
Here is another set of monsters that can replace the zombies by following the procedures above. Raptors and Aliens.
The files for the Raptors and the Aliens are 2009raptorv3.u and aliensfixed.u.
The KFGametype.uc CODE for the Raptors and the Aliens is seen below:
MonsterClassName(1)="aliensfixed.EDWAlienINI"
MonsterClassName(2)="aliensfixed.EDWAlienQueenINI"
MonsterClassName(3)="2009raptorv3.RaptorMonster"
(http://i1014.photobucket.com/albums/af261/poompoom500/kfshaunaudrey0.jpg)
This one of the thing I do not really like.
You said to replace zed for raptors This can mean those who wants, will actually lose monsters. Can you simply add threm, without replacing anything or any zombie, I want to add monster, not to remplace them.
Can we add A mutator like Satore monster pack or monster manager to modify Kf-gameplay ? and make it work... With such a mutator, no need to replace any zed
I did too, I spawn a raptor, I am not telling you how, but I can tel I'll include them in my next map, so beware.. muha
How much hp clot has ? To be honest, the test are succesfull, I can play and fight vs a raptor, one little problem, the raptor has way too much hp.
(http://img225.imageshack.us/img225/8483/raptorinkfnoremplacingz.png)
A good mutator for invasion is SUDvasion. I always use it.
I'm even able to add zeds to normal invasion.
Actually you can add every invasion monster, no matter what mod, to kf when using SUDvasion.
I never tested it, but it should work perfectly.ΒΈ
Btw Audrey:
If you include the raptor in your next map we'll have to download lots of texture and karma files... lol
>:( Continuation,
Found a fix for the ZombieShade.uc skin. Just change the code below:
Change it to:
Skins(0)=Shader'KFCharactersR.Zombie9Shader'
You can extract ZombieShade.uc from KFChar.u. Picture of Shade below:
(http://i1014.photobucket.com/albums/af261/poompoom500/kfshade0.jpg)
>:( Continuation,
Want to watch more custom zombie video? Well, here's another treat:
http://www.moddb.com/groups/killing-floor-ut2004-klub/videos/killing-floor-custom-zombies (http://www.moddb.com/groups/killing-floor-ut2004-klub/videos/killing-floor-custom-zombies)
The video quality is amazing.
What calculator did you use? ;D
>:( To Vanico,
QuoteWhat calculator did you use?
I made sure I had enough ammos and starting cash! Made the value of cash to equal 999. And the ammos to equal 99 or 999.