or: War, Peace and Zombies.
Made with UDK, and I'm in the middle of making a couple of maps, and everything else including bullet marks, everything.
The Ultimax and Glock are imported + about 50meg of my custom content. I'm learning code with much help from Angel Mapper's book "UDK programming with UnrealScript" and UTForums, etc.
I planned some vids to show you how fantastic UDK makes stuff look, but first, UDK wouldn't record in XFire. NP, next I d/l Fraps, but it failed after the 1st time I used it. D/L an earlier version, nothing either. So then Wegame d/l: "error, file not found." I look into it when I have more time.
So screw it, here's a couple of MF legs....
MUHAHAHA i broke imgur, so here's tinypic,,,,,,
(http://i45.tinypic.com/23jgac8.jpg)
(http://i50.tinypic.com/15e7jtu.jpg)
The leg, if you're still reading, is the first part of the KFZ soldier. I'll make a few varieties of him, also of her. So the leg, 1 size fits all - almost - for her will be more shapely, but basically the same leg.
I want KFZ to be semi-realistic at least, so the soldiers will be look, well, army. From the leg I hope you can guess where the design is going. But then there's Raj who uses that naked zombie character... so... I will get back to coding :D
Haha, great job =D I'm way to anxious xD btw I recommend Cam Studio if you want to record, just going to assume you have a computer that will let you do that ;P
Great^^
I wish glc was availlable for Windows - first you have to set it up, which takes a while figuring out which sound channel to use and setting all the quality options, also playing and extracting needs to make new scripts from 3rd party software, but when it's running, it's stable and of course it's free.
...you may try screenget or gamecam under Windows.
Quote from: bigbigbuddy on April 27, 2012, 02:54
Haha, great job =D I'm way to anxious xD btw I recommend Cam Studio if you want to record, just going to assume you have a computer that will let you do that ;P
Sound doesn't work in Cam - without extensive fiddling...
(http://i50.tinypic.com/358bhhs.jpg)
O:-) To Snipe34,
Woohoo! Man, I was getting kind of frustarted there after you told me about Alex Quick and Tripwire. But I am ecstatic about the continuation of your work. The PANTS outfit LOOKS really nice! Very camo. Boots looks kool too.
KRIEG, FRIEDEN UND ZOMBIES, you rock.
Got fraps 2.5 working.
Start of the UDK Borthwick map, swaying grass, breakable meshes, underwater effect. Pretty shite vid for 480mbyte, but doing a hundred things at once my mind's all over the place ::)
No footstep sounds yet. After the character is finished and imported to UDK I can add the footstep sounds. The code for it is done ^^
End of the video is a willow tree, looks shite, unfinished, but the fronds will wave when you brush thru them. Also a pond... water needs work, etc. I've also been working on a map with noteable London landmark which is a little more impressive, but that later nearer the mod's completion.
http://www.youtube.com/watch?v=j_sOWVM1KVw&feature=BFa&list=HL1335586085
The dude/ette(s) with ammo pouches, and also backpack will be added. The colouring for the pouches isn't complete, so they look shite but they will have buttons and flaps and he'll have a belt and other stuff. Colouring is done up just below his knees.
(http://i50.tinypic.com/dq54ir.jpg)
That's awesome! I see your making advances.
Yeeeeah, nice stuff!
As I told you ingame I'd like to "work" for you as a translator if you need german textes.
I love translating things ^^
Quote from: Vanico on April 28, 2012, 22:49
Yeeeeah, nice stuff!
As I told you ingame I'd like to "work" for you as a translator if you need german textes.
I love translating things ^^
Nice! A multilingual menu would be good. German voices, like Medic, help, maybe some zound kinda thing...? Not to mention Estonian, and of course MUSIC.
(http://i45.tinypic.com/2zgtgfr.jpg)
Model is done.
[linkimg]http://i.imgur.com/8NRQx.png[/linkimg]
Quote from: Snipe34 on April 29, 2012, 02:12
Quote from: Vanico on April 28, 2012, 22:49
Yeeeeah, nice stuff!
As I told you ingame I'd like to "work" for you as a translator if you need german textes.
I love translating things ^^
Nice! A multilingual menu would be good. German voices, like Medic, help, maybe some zound kinda thing...? Not to mention Estonian, and of course MUSIC.
(//)
Sadly I don't have a good mic for recording voices... maybe N3cr0 could do voices. If not we will find some sounds. :)
I will see then.
Let me say it that way: from june on I might be "free". Time for the important stuff then (learning coding and handling UDK, of course: game developing --> including sound; and most important: enjoying the life)
I know some guys who are musicians and have a sound studio though... maybe they could scream some stuff into the mic :D
That may be a better solution than mine: sennheiser headset + recording (or sound editing) software
O:-)
QuoteModel is done.
More like - Yaba-daba-KOOL!
(http://i1014.photobucket.com/albums/af261/poompoom500/soldierkf3_1.jpg)
(http://i50.tinypic.com/aww511.jpg)
Original Sweety^^
...But where is the Winchester?
Quote from: N3Cr0 on April 29, 2012, 20:10
Original Sweety^^
...But where is the Winchester?
use your imagination ^^
O:-) To Necro,
Quote...But where is the Winchester?
Ahhhhh...
(http://i1014.photobucket.com/albums/af261/poompoom500/haunting-of-winchester-house06.jpg)
Editing with UDK... is very nice. Lots of free videos to talk you thru the basics:
http://udn.epicgames.com/Three/VideoTutorials.html
download the latest UDK version: http://udk.com/download > 1.7 GB <
There is geometry mode - is covered in the vid link.
Place the cube for BSP as usual, but then adjust it larger, or smaller. Rebuild and it's done. The pic shows me enlarging blue lines, the BSP.
(http://i.imgur.com/ZQi0a.jpg)
full size: http://i.imgur.com/ZQi0a.jpg
The ball in the pond is a cube map. In-game it can show real-time water reflections on the water's flat surface (the ball is only shown in the Ed). This is all made very quickly in UDK and is also covered in the vid links.
(http://i.imgur.com/7ComG.jpg)
Waving grass http://youtu.be/08Gn9wvB_8Q very, very short view of waving grass. This took a long, long time to upload so I'll leave a couple of other vids I made until another day for upload.
This Material can make the grass wave around. I used this simple version on a dead shrub - and simpler stuff is covered in the vid links, but copy/paste works fine...
(http://i.imgur.com/M5cm5.jpg)
full size: http://i.imgur.com/M5cm5.jpg
This a really complex version, but in-game looks identical to the above. I think with this, the grass moves differently if the player walks thru it. I copy pasted this from a ready-made UDK Material and applied it to my own mesh.
(http://i.imgur.com/PKgtr.jpg)
full size: http://i.imgur.com/PKgtr.jpg
The process for importing to UDK is a little more complex. First there is your imported texture, then in UDK you must make a Material for it (vaguely similar process to utk4 shaders, but improved and in UDK no crashes so far).
The above grasses, shrubs are examples of inside a Material. The TextureSample squares in the simple example are my imported texture.
There are many tuts about importing and UDK materials, but if you need some help, ask me.
UDK is a big improvement on UTk4. They made most of the hard stuff easy, except fucking emitters :p
If your machine is slow... by the time KFZ is finished you'll have a fast one O:-)
Is it easy to convert old ut2k4 maps to UDK?
excuse me if I'm wrong, but isn't it more correct to say "zombie" or "zombien" if this title is supposed to be german?
zombien?
I was thinking they're not really zombies, but genetic mutations, er mutationen? I think basic zombies are a little boring. And mutations offer many more possibilities.
Convert, I don't think so, but if so would have to delete all textures. But Vanny, once you use UDK you will hate utk4, trust me ;D
Yes, you got to say that udk is more convenient than UEd... and the lighting is displayed way better
Quote from: Snipe34 on May 03, 2012, 17:10
zombien?
I was thinking they're not really zombies, but genetic mutations, er mutationen? I think basic zombies are a little boring. And mutations offer many more possibilities.
Convert, I don't think so, but if so would have to delete all textures. But Vanny, once you use UDK you will hate utk4, trust me ;D
Zombien is wrong, the title is completely right.
You can say "Mutationen" but I'd prefer the word "Mutanten".
And I wanna have my old maps god damn it, if I can't convert them all my work is gone :(
Your work gone? Similar to how I felt work when twi said stop work. But redoing can improve your work... is how i think of the situation.
*Off topic*
In this case I suggest to port another map to the game: "Kino Der Toten" from COD BO
I will try to help mapping then.
Quote from: N3Cr0 on May 03, 2012, 21:10
*Off topic*
In this case I suggest to port another map to the game: "Kino Der Toten" from COD BO
I will try to help mapping then.
new map, to us! nice!!
http://www.militaryphotos.net/forums/showthread.php?143692-PR-stunts-of-the-Bundeswehr-(German-Army)
The soldier is slowly taking shape, flag on his shoulder indicates he's German. Another insignia below that, a KFZ insignia would be good... anyone any ideas for a KFZ insignia? KFZ soldiers will be a multi-national force.
(http://i.imgur.com/rCbJU.jpg)
full size: http://i.imgur.com/rCbJU.jpg
:dudecomeon: To Snipe34,
That LOOKS SO KOOL! Can you have an insignia for the good ole US of A? Plz...
(http://i1014.photobucket.com/albums/af261/poompoom500/Image.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/6USNAVYSEALWaterEdgeOperation-MK43MOD0Gunner.jpg)
Quote from: Snipe34 on May 03, 2012, 22:00
The soldier is slowly taking shape, flag on his shoulder indicates he's German. Another insignia below that, a KFZ insignia would be good... anyone any ideas for a KFZ insignia? KFZ soldiers will be a multi-national force.
Maybe. Well, we have multiple graphic designers. I suggest each one who can make stuff like that should post his artwork here.
Btw, the pictures you have requested:
[linkimg]http://euro-police.noblogs.org/gallery/3874/33188670.jpg[/linkimg]
[linkimg]http://img122.imageshack.us/img122/9602/svbw397cn.jpg[/linkimg]
[linkimg]http://www.n24.de/media/import/afp/afp_20080129_11/photo_1201600744589-1-0.jpg[/linkimg]
I believe the elites wear a red beret.
[linkimg]http://de.rian.ru/images/12347/66/123476688.jpg[/linkimg]
And as you can see: The common German assault rifle is the G36.
Refering to this page https://de.wikipedia.org/wiki/Dienstgrade_der_Bundeswehr (https://de.wikipedia.org/wiki/Dienstgrade_der_Bundeswehr), here the ranks in our army (beginning with the lowest):
1. soldiers (lower ranks):
Soldat
Gefreiter
Obergefreiter
Hauptgefreiter
Stabsgefreiter
Oberstabsgefreiter
2. sergeants:
Unteroffizier
Stabsunteroffizier
Feldwebel
Oberfeldwebel
Hauptfeldwebel
Stabsfeldwebel
Oberstabsfeldwebel
3. top officers:
Leutnant
Oberleutnant
Hauptmann
(Stabshauptmann) - not too common
Major
Oberstleutnant
Oberst
Brigadegeneral
Generalmajor
Generalleutnant
General
If you want to use the insignias: Take a look at "Dienstanzug" or "Heer". Luftwaffe is the air force.
WOW!!! nice guys
#4 on the last picture looks like a girl^^
Got one idea: How about the SWAT and SEK? (German equivalent to SWAT)
http://www.teamworkfilm.tv/Uniformen/SEK.html (http://www.teamworkfilm.tv/Uniformen/SEK.html)
Thanks N3cro for that information!
American soldier, hmmm Pooom - Cruise or Stallone maybe... using their true actual heights? :D
I notice Bundeswehr camo is different... but I haven't looked into the full range. I hope I can get away with what I've used so far on the soldier - the excuse that KFZ is multinational. Also the reason for a unique KFZ insignia.
KFZ a unique force, and fighting genetic mutations. Mutations, but like the Terminator idea - the mutations started replicating. KFZ is a special force assembled to fight the outbreak.
Quote from: N3Cr0 on May 04, 2012, 16:52
Got one idea: How about the SWAT and SEK? (German equivalent to SWAT)
http://www.teamworkfilm.tv/Uniformen/SEK.html (http://www.teamworkfilm.tv/Uniformen/SEK.html)
Yep, those ideas can be included, and various ideas, I just have to change the model. Is np, the basic skeletal anims which take a lot of time - but will apply to all models, only need to be made once.
Btw. do you have a list of weapons that will probably be included?
Potato cannon
air soft
coil gun
Well, those were the fun ideas...
Anyway, what does KFZ mean?
Krieger, Feinde der Zombies?
Or one more suggestion (If you cannot answer the question):
CMU - Counter Mutation Unit
(I know that doesn't sound good)
Quote from: Vanico on May 04, 2012, 17:10
Btw. do you have a list of weapons that will probably be included?
Knife
Glock17
shotgun - not yet made
... more shotty variety...?
Grenade - not yet made - can't find pics, need to find pics of German grenade
and as per v3 beta:
Molotov
Taurus - 50cal pistol
MP3008
MP5
Winchester
M10 Mac
Ultimax
Browning 1919
Flamethrower - not yet made
RPG-7
M202A1
Vehicles: ChallengerII and Pinzgauer.
I also want to make a Leopard Tank.
The knife WIP:
(http://i.imgur.com/V60qs.jpg)
full size: http://i.imgur.com/V60qs.jpg
Nice, but I wish there was an AK 47 (or at least an AK 74).
Also a desert eagle and the old MP44 (old assault rifle from WWII) as bonus weapon ;)
Quote from: N3Cr0 on May 04, 2012, 17:16
Potato cannon
air soft
coil gun
Well, those were the fun ideas...
Anyway, what does KFZ mean?
Krieger, Feinde der Zombies?
Or one more suggestion (If you cannot answer the question):
CMU - Counter Mutation Unit
(I know that doesn't sound good)
Raj had suggested a spray can for tag, would be a projectile of some sort. Somewhere out there will be info..
Coil gun. Maybe an experimental gun unique to KFZ that fires something... http://www.coilgun.eclipse.co.uk/theory.html
Potato gun :)
CMU, not sure what you mean.
Krieger, Feinde der Zombies? means, Warriors, enemies of the zombies? That sounds better in German? But I don't mind, whatever sounds better.
MP44 looks very nice and I was thinking of making one, but chose the 3008... probably because the 44 was more powerful AK47. Everyone wants one, so probably I should make one.
Well, my weapon suggestions would be:
- Some kind of semi-automatic Combat shotgun (M3 Benelli for example)
- M14
- A HK69, a german grenade launcher pistol.
- A DM34 Handflammpatrone http://en.wikipedia.org/wiki/Handflammpatrone
- G36
- L85
- Crossbow
- Panzerfaust 3
- Some experimental Nazi Weapons! A ray gun, a fireball launcher, a lightning gun... use your imagination.
- Machine Pistol that supports incendiary ammo if you're adding the firebug.
If you want a german grenade which is used in the Bundeswehr nowadays:
http://de.wikipedia.org/wiki/DM51
Quote from: Snipe34 on May 04, 2012, 17:31
Krieger, Feinde der Zombies? means, Warriors, enemies of the zombies? That sounds better in German? But I don't mind, whatever sounds better.
Honestly: It doesn't sound better.
The thing is, we can only use an abbreviation if we know what it means. (in this case KFZ)
Quote from: Snipe34 on May 04, 2012, 17:31
CMU, not sure what you mean.
As I said: If we cannot find a meaning for KFZ, my suggestion is to call the unit of fighters the player belongs to "CMU" (Counter Mutations Unit) .
Quote from: Vanico on May 04, 2012, 17:42
Well, my weapon suggestions would be:
- Some kind of semi-automatic Combat shotgun (M3 Benelli for example)
- M14
- A HK69, a german grenade launcher pistol.
- A DM34 Handflammpatrone http://en.wikipedia.org/wiki/Handflammpatrone
- G36
- L85
- Crossbow
- Panzerfaust 3
- Some experimental Nazi Weapons! A ray gun, a fireball launcher, a lightning gun... use your imagination.
- Machine Pistol that supports incendiary ammo if you're adding the firebug.
If you want a german grenade which is used in the Bundeswehr nowadays:
http://de.wikipedia.org/wiki/DM51
M3 Benelli looks just right for what we want.
DM51 - I got some excellent closeup shots, every angle woohoo! The vid shows how effective it is for crowd control... and farm animals :D http://www.youtube.com/watch?v=iVSCAHfIOqQ
DM34... is kind of a novel weapon mainly for slow stuff like crowd control although if it fired something incendiary, probably...
Yep L85 probably, a machine gun beside the MPs
G36, again I was thinking of this but chose the 9mm MP5 because it has less power. So yep, we need something like a G36
Panzerfaust 3, pretty :) And looks fairly easy to make. I just need to watch the reload processes for the anims.
HK69. I was a little put off by nade launchers after playing tripwire KF. I will think about the HK. Perhaps also for flares if I can make some monsters sensitive to light.
Crossbow. They are not very powerful, and bad with long distance. Perhaps if it fired flame arrows, which someone suggested elsewhere it would be more interesting.
Experimental weapons... if we can think of something :p
Incendiary ammo, probably, if I can figure out the code.
Thanks for that list. It is very useful. I will save it to file.
If you need experimental weapons I can think of crazy stuff... and of course I will give the weapons german names. :D
Quote from: Vanico on May 04, 2012, 18:26
If you need experimental weapons I can think of crazy stuff... and of course I will give the weapons german names. :D
something quasi-realistic. German names is good!
Quote from: Vanico on May 04, 2012, 18:26
If you need experimental weapons I can think of crazy stuff... and of course I will give the weapons german names. :D
- coil gun = Gauss Gewehr
- potato cannon = Potato Blaster 1000
- stainless steel potato cannon, firing toilet paper rolls filled with concrete = PB 3000 Premium
- ... and the bass cannon xD
A Gauss-Gun would actually be pretty cool...
A fire ball launcher maybe?
Flammenbestie 930X?
Or something that freezes enemies?
Although a freezing code could be somewhat difficult.
Sounds nice, I like it^^
a projectile fired upward that explodes, sending out tiny bombs... and I am not sure how that would work. In UDK there is projectile fire, np, but that would be many projectiles from a main projectile. I like the idea, so I will try to make it work.
What I'd wish for were more skins...
Not only Soldiers but some kinds of survivors too... (thinking of Luis of L4D :)) )
And some more weaps... (look at my list in the topic of 'New Gun: Blunderbus aka. Coach Gun http://miasma.org/index.php/topic,124.msg5570.html#msg5570 ) ;)
Quote from: [MiA]crazzy on May 05, 2012, 18:32
What I'd wish for were more skins...
Not only Soldiers but some kinds of survivors too... (thinking of Luis of L4D :)) )
And some more weaps... (look at my list in the topic of 'New Gun: Blunderbus aka. Coach Gun) ;)
Must have him as a soldier!!
(http://t3.gstatic.com/images?q=tbn:ANd9GcQzDWdQa2To1qjdfdILYrkN0Jokqf3g68MxgQbKklZbqumLHi_RT_rDvtUZ)
:itstime:R U Serious?
we hunt ZOMBIES not VAMPIRES.
If we'd hunt vampires then everyone should look like this twillight guy
:drunk: Zombies Destroyer,
How's about this one for sweety?
(http://collider.com/wp-content/uploads/kate-beckinsale-underworld-image-5.jpg)
Zombies only!
How about these neat guys?
[linkimg]http://0.tqn.com/d/compsimgames/1/0/W/9/2/mc_zombie.jpg[/linkimg]
Quote from: poompoom500 on May 05, 2012, 19:23
:drunk: Zombies Destroyer,
How's about this one for sweety?
(http://collider.com/wp-content/uploads/kate-beckinsale-underworld-image-5.jpg)
yeah I like it :D
A Jill Valentine skin for Sweety would be good
How about Milla Jovović?
But I suppose it's agreed, that kind of style, except with a uniform :p
(http://upload.wikimedia.org/wikipedia/en/e/ea/RE_Extinction.jpg)
[Request] Finnish soldier with weapon RK95 ;D
[linkimg]http://images4.hiboox.com/images/5108/08051268aae272f604376758904e4a5a.jpg[/linkimg]
[linkimg]http://img513.imageshack.us/img513/5861/88477523dj6.jpg[/linkimg]
Quote from: Jyrki on May 06, 2012, 01:45
[Request] Finnish soldier with weapon RK95 ;D
Sure Jyrki
I found a few pics of the RK95 and I can use those. If you also have some pics the bigger the better. Face on close-ups - the handle, trigger, barrel etc, because the more detailed pics I have, the better the final gun will look.
Also the reload process. Person holds it in right hand, and left hand changes mags? The bolt is also left to cock it again? Bolt when it fires goes back and forth, or not? I guess the shell eject is on the right side.
i have the spec, 7.62 mm, folding stock etc etc, and 30 round mag. That soldier in the pic, is that a 30 round mag?
You prefer iron sights or what kind of sights? The RK comes with an optional flash damper, do you want that or open barrel?
And you want the soldier with his helmet? I was thinking of special forces - so my solider mesh has a hat. Finnish special forces, they would wear a hat, not a helmet?
Some insignia of Finland for the guy's shoulder, or chest or somewhere to identify him as a soldier of your country.
:excited: To Snipe34,
Maybe you can incorporate KF Mod to UT3? UT3 Editor is about the same as UDK. Just make KFZ as a mod for UT3?
Picture of the third map I made for UT3 CTF (capture the flag):
(http://i1014.photobucket.com/albums/af261/poompoom500/ut3mymap0.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/ut3mymap1.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/ut3mymap3.jpg)
:awwwyea: Continuation,
Using UDK to make my first KFZ map (WIP).
(http://i1014.photobucket.com/albums/af261/poompoom500/kfztestmap1.jpg)
Added more static meshes and changed ground to jungle background.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfztestmap2.jpg)
Why should he?
With UDK we can make the game free (no UT3 required) or even sell it (which is impossible for a mod).
:what: To Necro,
QuoteWhy should he?
I was just suggesting, okay?
Okay.
... found a better UT3 mod (OK, it's just a mutator):
:drunk: To Necro,
Hrrmmmppphhhh...
(http://i1014.photobucket.com/albums/af261/poompoom500/angry-orange-monster.jpg)
Anyways, UT3 is nice. Love the CTF mode.
:itstime: Continuation,
Update on my KFZ map. Added Figure Heads.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfztestmap3.jpg)
UPATE: Got a new character for UDK. I wanted another one in the stead of the default Robot. Now, if I only know how to apply it to the engine.
(http://i1014.photobucket.com/albums/af261/poompoom500/udkmalecharacter0.jpg)
Default UDK character - Robot. Press F for feign death to see your character.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfztestmap4.jpg)
Found another character from UT3zone and used it for UDK, Sponge Bob character.
(http://i1014.photobucket.com/albums/af261/poompoom500/udkmalecharacter1.jpg)
Quote from: Snipe34 on May 06, 2012, 05:41
Quote from: Jyrki on May 06, 2012, 01:45
[Request] Finnish soldier with weapon RK95 ;D
Sure Jyrki
I found a few pics of the RK95 and I can use those. If you also have some pics the bigger the better. Face on close-ups - the handle, trigger, barrel etc, because the more detailed pics I have, the better the final gun will look.
Also the reload process. Person holds it in right hand, and left hand changes mags? The bolt is also left to cock it again? Bolt when it fires goes back and forth, or not? I guess the shell eject is on the right side.
i have the spec, 7.62 mm, folding stock etc etc, and 30 round mag. That soldier in the pic, is that a 30 round mag?
You prefer iron sights or what kind of sights? The RK comes with an optional flash damper, do you want that or open barrel?
And you want the soldier with his helmet? I was thinking of special forces - so my solider mesh has a hat. Finnish special forces, they would wear a hat, not a helmet?
Some insignia of Finland for the guy's shoulder, or chest or somewhere to identify him as a soldier of your country.
Vid RK firing--> http://youtu.be/Wn2rBp7fWg0
(http://img.photobucket.com/albums/v732/Jyrki/RK62.jpg)
Reloading happens as you said but bolt is at right side.
Iron sight is good and maybe tactical light?
I prefer soldier with helmet.
Insignia for the soldier is at left shoulder.
[linkimg]http://www.marttitikka.net/images/eritrea/Unmee001.jpg[/linkimg]
I did not try it because I don't have UT3, but I have read about a way to convert our old maps to UDK.
The old U2 Engine works with subtractive mapping, the U3 Eingine supports both: subtractive and additive mapping and UDK only additive mapping (which really sucks IMO).
It IS POSSIBLE to convert UT2k4 maps to UT3, using this tool: http://forums.epicgames.com/threads/588848-UT3-Converter2-0-25c-01-22-2012 (http://forums.epicgames.com/threads/588848-UT3-Converter2-0-25c-01-22-2012)
Next step is to open the map with the UT3 editor and save the map as additive.
After that, just rename the map from .ut3 to .udk and you can edit it in UDK.
Quote from: N3Cr0 on May 06, 2012, 14:25
It IS POSSIBLE to convert UT2k4 maps to UT3, using this tool: http://forums.epicgames.com/threads/588848-UT3-Converter2-0-25c-01-22-2012 (http://forums.epicgames.com/threads/588848-UT3-Converter2-0-25c-01-22-2012)
Next step is to open the map with the UT3 editor and save the map as additive.
After that, just rename the map from .ut3 to .udk and you can edit it in UDK.
Very useful info N3cro, I have saved to file!
Hey poom, first map :)
Thanks Jyrki. I will be making the RK95, not 92 is ok? In the specs I read about a debate as to whether the bolt should be left or right.
Anyway, the bolt is right and in front of where you wrote 'Safety?' So the solider has to reach over the gun using his left hand to cock the gun, ie: pull the bolt back?
Insignia, and on left shoulder, excellent!
Soldier with helmet, np. You want the goggles on and with that black face mask?
Quote from: Snipe34 on May 06, 2012, 16:41
Thanks Jyrki. I will be making the RK95, not 92 is ok? In the specs I read about a debate as to whether the bolt should be left or right.
Anyway, the bolt is right and in front of where you wrote 'Safety?' So the solider has to reach over the gun using his left hand to cock the gun, ie: pull the bolt back?
I haven't seen this weapon before, but once i shot with AKs (47 and 74 model, semi automatic trigger because of strong restrictions in Germany).
The Cog must be on the right side: The empty shell must always fly away from the rifleman. That's a safety issue.
Quote from: Snipe34 on May 06, 2012, 16:41
Thanks Jyrki. I will be making the RK95, not 92 is ok? In the specs I read about a debate as to whether the bolt should be left or right.
Anyway, the bolt is right and in front of where you wrote 'Safety?' So the solider has to reach over the gun using his left hand to cock the gun, ie: pull the bolt back?
Insignia, and on left shoulder, excellent!
Soldier with helmet, np. You want the goggles on and with that black face mask?
Any RK is fine theyre pretty much the same. ;)
Ah yea sorry... The reloading is --> you hold from the barrel grip with your left hand and change magazine/cock weapon with right hand.
Mask yes, googles can be on top of helmet or whatever is easier to make.
I found some closeup RK95 airsoft gun pics that can give you a hint what to do. --> http://www.pcb-airsoft.com/epages/PCB.sf/en_GB/?ViewObjectID=2429476
reload with right hand makes it clear for me animating. I saw a Finnish vid of soldier in war games with the RK, but not reloading. But I noticed the bolt action and ejects. They were also attaching small rocket nades. Hoping I make that work as alt fire 3 ^^
Glad to see progress.
:awman: Continuation,
Took a picture of KFZ Launch Dialog Box:
(http://i1014.photobucket.com/albums/af261/poompoom500/udklaunchKFZ.jpg)
@poom
I'm extending from UT3 code. But many code samples I've seen extend from UDK, so essentially then they re-write UT3 code. The better kinds of code samples, imho, extend from UT3. If I could write code as easily as I'm writing this I would extend from UDK.
So essentially I'm using UT3, but with different meshes, special effects and maps.
What do you think about this insignia?
I made it with GIMP - no need for Photoshop ^^
(http://i.imgur.com/MxnAR.png)
(If something should be wrong with this: I can easily change details.)
quickly drawn in school
uploaded by phone :P
(http://img805.imageshack.us/img805/7061/20120508154344.jpg)
watcha say?
Nice, the idea has potential, but what makes the Miasma logo there?
Nice work N3cro, beautiful round shapes, omg, I never got that far with painting programs.
The title, Division for Genetic Suppression? I mean something more agressive, warlike, but not obviously so... special Division for Genetic Extermination sounds too agressive. Maybe Division of Genetic Removal...
Division for Genetic Dispersal.. idk xd
So Crazzy although the title is Zombies, they are not zombies, but genetically engineered monsters. Anyways, nice basic layout!
Quote from: [MiA]crazzy on May 08, 2012, 15:40
quickly drawn in school
uploaded by phone :P
watcha say?
i say: Michelangelo is nothing compared to you
OK, give me a concretely name for the organisation and i will place it on my picture.
thought MiA logo could be on the soldiers uniforms and replace the flag on the right chest
and thx Sweety^^
:hehheh:
:wah: To Necro,
Can we just stick to Kreig, Frieden und Zombies? I started a section on ModDB for KFZ - http://www.moddb.com/mods/krieg-frieden-und-zombies-project. It is going to be a PAIN if we change the name again, unless someone wants to re-do the ModDB for the game.
Anyways, NICE logo! You're an artist.
And sweety, I found a character for you, Nyota.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzsweety0.jpg)
Her backside (whistle).
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzsweety1.jpg)
We stick to that name, but we still need a name for the special unit of fighters.
Quote from: Snipe34 on May 08, 2012, 16:27
Nice work N3cro, beautiful round shapes, omg, I never got that far with painting programs.
The title, Division for Genetic Suppression? I mean something more agressive, warlike, but not obviously so... special Division for Genetic Extermination sounds too agressive. Maybe Division of Genetic Removal...
Division for Genetic Dispersal.. idk xd
So Crazzy although the title is Zombies, they are not zombies, but genetically engineered monsters. Anyways, nice basic layout!
How about
(Special) Division for Genetic Incidents ?
Quote from: N3Cr0 on May 08, 2012, 22:20
How about
(Special) Division for Genetic Incidents ?
Division for Genetic... a politically correct name that sounds sinister > infestation clearance...? something like that.
But Poom, that character can't reload an M202A1 or winch or Ultimax, or anything... she uses a UDK skeleton. I'm making the custom skeleton atm.
Sweety look here for the new winchester
http://miasma.org/index.php/topic,413.135.html
(http://i.imgur.com/g5UcA.jpg)
click for full size: (http://i.imgur.com/g5UcA.jpg)
:areyoukidding: To Snipe34,
How do you DECOMPILE UT3's UTGame.u?
Also, video of Terminator Mod UDK - http://www.moddb.com/games/fps-terminator/videos.
Quote from: Snipe34 on May 09, 2012, 04:10
Sweety look here for the new winchester
Yeahh! my new wini!!!!! ;D
Quote from: poompoom500 on May 09, 2012, 06:07
:areyoukidding: To Snipe34,
How do you DECOMPILE UT3's UTGame.u?
Also, video of Terminator Mod UDK - http://www.moddb.com/games/fps-terminator/videos.
Yes Sweety, Wini just for you ;D
Poom, you don't need to decompile. It's all in UDK \development\src\ use UNcodeX to view the lot as files
Quote from: Snipe34 on May 09, 2012, 23:44
Yes Sweety, Wini just for you ;D
I did not doubt that O:-) ;)
KFZ de Soldier
.... re-upload. 35mins for 239k video.... :fuu: :fuu: https://www.youtube.com/watch?v=KboFtjlkl8k :fuu:
Sweety it makes it better when it's appreciated, so I'm justified in saying just for you :D
the guy running utube uploads
(http://userpages.umbc.edu/~mmille20/pm.jpg)
--------------------------------------------------------------------------------------------------------------------------------------------------
FINALLY, the SHORT video
<iframe width="420" height="315" src="http://www.youtube.com/embed/lBVanbc1ajQ" frameborder="0" allowfullscreen></iframe>
Looks like youtube removed your video. First I thought it was just copyrighted and blocked to Germans, but even with a proxy server I cannot view it.
Quote from: N3Cr0 on May 08, 2012, 22:20
How about
(Special) Division for Genetic Incidents ?
Division for Genetic
Incidents Accidents :P
Division for Contaminated organisms
Divisio enim luctus organizati (same but in Latin [ :megusta: ])
division of abberant infections (sounds like a team of Doctors and Professors)
OK but if those are not zombies it doesnt have to be night in a map doesn't it?
Let's say they're infected by
Solanum... then we can't use any other Race than Humans (would be interesting with animals too)...
or is it like Uroboros? then we could use anything as a
Zombie (i will still call em Zombies)
Detainment and Disposal Division xD (DDD)
I kinda like Division for Genetic Containment, nothing too brutal, yet still relevant.
:dudecomeon: To Snipe34,
I just tried a mod for UT3 called AFFPlanetStorm - http://www.moddb.com/mods/angels-fall-first-planetstorm. Looks pretty kool. It's a FPS gameplay with flying vehicles. I thought you might use it for KFZ PATTERN for a UT3/UDK MOD!??
(http://i1014.photobucket.com/albums/af261/poompoom500/affps0.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/affps1.jpg)
Yep Poom that's exactly what i'm aiming at, except if the lighting was about 1/4 less brightness, or less. Also a European scene which is greener, skies less bright. The hud imo is way too large, and the solider too futuristic, but the hand is not too bad.
Also i'm using UDK, ut3 is no longer updated.
http://www.youtube.com/embed/lBVanbc1ajQ
:sonmegusta: To Snipe34,
VERY NICE! But what happened to USA insignia?!?
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzsodier0.jpg)
Quote from: poompoom500 on May 12, 2012, 00:07
:sonmegusta: To Snipe34,
VERY NICE! But what happened to USA insignia?!?
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzsodier0.jpg)
I have to make the solider first. The insignia moving around on its own was too tricky :troll:
:challengeconsidered: To Snipe34,
When you're done with the soldier rendering, will you make one for the ZOMBIES? May I suggest a Ninja zombie?
(http://i1014.photobucket.com/albums/af261/poompoom500/ninjaz.jpg)
Or a zombie easter bunny?
(http://i1014.photobucket.com/albums/af261/poompoom500/zombie-easter-bunny.jpg)
Or you can go STAR WARS and make a zombie EWOK.
(http://i1014.photobucket.com/albums/af261/poompoom500/zombie_ewok_by_doomcmyk-d31f936.jpg)
Ewoks wouldn't work because of copyright.
Easter bunny is too silly for my taste ^^
But ninjas would be cool. How about a special round with ultra-fast ninjas that jump like 10 feet and have a katana? Would be a cool miniboss round.
I also got some zed ideas but I don't think anyone wants to hear about them. :D
Quote from: Vanico on May 12, 2012, 10:33
I also got some zed ideas but I don't think anyone wants to hear about them. :D
Let me guess: undead SS soldiers?
(http://media.moddb.com/images/members/1/539/538274/snapshot4q.jpg)
(http://desmond.imageshack.us/Himg80/scaled.php?server=80&filename=finishh.png&res=landing)
Naaaah. I'm tired of german zombies.
anyone heard of Groucho Marx? 30s comedian
how about him for the US solider? smokes cigars, so seems like a good guy.
(http://www.nndb.com/people/855/000031762/groucho2-sm.jpg)
N3cro and I were discussing some ideas for genetic mutants, rather than zombies. As I've said, I think there's more scope for mutants than zombies... Zombies wander around moaning, meh. The story is about experiments gone wrong that develop their own intelligence and become a real threat to humanity.
Yeah, I prefer that idea too.
I always mentioned the same ideas in another thread but I think you have enough to do with other things and you already have to redo the classic zombies because of copyright... maybe in future?
Classic zombies fly with N3Cr0-Airlines - that makes them become zombies :P
Quote from: Vanico on May 12, 2012, 18:28
Yeah, I prefer that idea too.
I always mentioned the same ideas in another thread but I think you have enough to do with other things and you already have to redo the classic zombies because of copyright... maybe in future?
i need to be inspired which keeps me interested, and monster variants interest me. The ninja idea was similar to the former Mrs Clamely: fast and can jump high. I'd like an array of monsters with varying tactics... which is what i like about kf, so keeping that tradition is nice, but as you say they can't be kf monsters, and that's fine with me.
So like kf but more devious and deadly, I hope. The kf siren, retail made her uglier but for me that doesn't work. A true siren is also alluring, how to do that, and with intent to kill soliders...? Not sure.
I only have 1 definite idea for a monster so far, but n3cro mentioned a flamethrower monster and I like that idea a lot.
So mutants intent on destroying humans - but it's also defensive, they don't want to die but their way of life threatens humanity, and visa-versa. What methods would they think of to destroy humanity... that involve guns, and also visa-vera, new weapons.
Well, ok, why not inspire you?
Also german names would be cool: (I'll put the english name in brackets though)
I already posted some of them I think but anyway:
- Viper: A big mutant (about the size of a scrake) with scorpion-like features. 2 giant claws that deal monstrous damage, a poisonous bite and a big sting that also poisons enemies. The viper may be very slow but unaware players can be killed very fast. The poison from a bite deals about 5 points damage per second and lasts for about 5 seconds. Also it slows down the player and makes him an easy victim for other enemies. A sting though deals damage until the victim dies. The sting takes 1.5 seconds to charge. If the viper still manages it to sting you only a medic can heal you. (normal syringes won't help!)
- Dompteur (Tamer) and Wolfshunde (Wolfhounds): The tamer is a terrific creature that has 2 giant flesh whips instead of his hands. He uses one of them to hold back up to 3 of his wolfhounds. The tamer can attack with 1 whip while having the hounds and even disarm the player (he grabs the weapon and throws it on the ground). Also you shouldn't move too close (the dogs can bite, you know) Shooting his whip will potentially free his dogs and stun him for a short moment. The dogs are very fast and bloodthirsty but can't take many shots before dying. A tamer without dogs moves faster and attacks with both whips but, well, hasn't got his dogs anymore. If the tamer dies, before his whip is shot, the dogs will be freed anyway and attack.
- Rex: Mini-Boss and alpha animal of the wolfhounds. He appears in a specific round and attacks with enormous agility and powerful bites. He also posseses the ability of creating dimensional fissures and firing longrange lightnings. He can jump into some kind of portal and appear somewhere else on the map, skip walls and doors and appear randomly in front of you which makes him incalculably. But he has much less health than the Matriarch and Patriarch for example. About 7-9 Law rockets are enough to kill him... if you can hit him.
- Pyromane (Pyromaniac/Firebug): The pyromaniac is a mutant that possesses a flamethrower on his left arm which makes him a very deadly foe in close-quarter fights. Also he's able to shoot an incendiary bomb which explodes after 3 seconds. Although his attacks make him very dangerous for non-firebugs he's almost helpless in long-range fights since he's very slow, has less health than a siren and no effective long-range attacks.
:drunk: To Snipe34,
I have some ideas for mutants. What about a really HORRIBLE looking genetic mutation:
(http://i1014.photobucket.com/albums/af261/poompoom500/mutanat00.jpg)
Sorry Vanico. Read Vanico's post above ^^
I like some of Vanico's ideas. OK, Viper would be too sci-fi like. Implausible.
But I like the Dompteur and also the Rex (which reminds me to the two dogs in COD BO Zombie mode).
About the Pyromane is already decided: We need one. We just haven't discussed his features.
Btw. I'm drawing concept arts right now. I'll post them when they're finished. (I'm not a professional artist, I'll just draw them so you can see how I imagine them)
Here you go:
(http://desmond.imageshack.us/Himg696/scaled.php?server=696&filename=vipery.png&res=landing)
(http://desmond.imageshack.us/Himg41/scaled.php?server=41&filename=tamerv.png&res=landing)
(http://desmond.imageshack.us/Himg825/scaled.php?server=825&filename=wolfhounds.png&res=landing)
(http://desmond.imageshack.us/Himg837/scaled.php?server=837&filename=pyromaniac.png&res=landing)
(http://desmond.imageshack.us/Himg534/scaled.php?server=534&filename=rexi.png&res=landing)
Looks funny^^
Well, *Spoiler warning* For the pyromaniac we thought at Rammstein's flame thrower masks. They look impressive. - I think what you have drawn fits exactly in the concept.
"Funny"?
Damn it, it's not supposed to look funny... :/
Yep, the whip idea is interesting. It's different. Poison too, different weapons and attack methods are interesting. Although not multi-dimensions because that gets into sci-fi and KFZ like the weapons is about the probable, ie: could happen. The mouse, sure, well, he looked a little pissed.
We also need a hud. UDK uses Scaleform http://udn.epicgames.com/Three/Scaleform.html which can be constructed using Abobe Flash CS3 or 5, but the full suite is about £900,000,000,000.99 which is out of my reach. I found an alternative that also saves stuff in the Flash format http://vectorian.com/giotto/ I eventually managed to animated an object, but if anyone else wants to try, np
no comments about Groucho, so I'll go with him for the US soldier, and also the Blade guy
@ Snipe: Have you really read the first text? It reads to me as you don't need 3rd party tools. You just need to be able to write flash language. You can make swf objects within Scaleform.
It should be similar to working with .gif files (+ extra coding; that's why it supports this lanuage), but I doubt Unreal supports this file format.
After making a .swf file you can import it in UnrealED http://udn.epicgames.com/Three/ScaleformImport.html (http://udn.epicgames.com/Three/ScaleformImport.html) (I haven't read this tutorial yet.)
PS: Damn I have to learn too many tings in short time:
Wanted to improve my javascript skills, maybe learning more about css and maybe even learn php. Also I hae to re-learn C++. Now there comes flash language. Also getting used to some editors - That's gonna be some work!
New enemy suggestion:
(http://img233.imageshack.us/img233/4869/demonmouse.png)
cat
:drunk: To Sweety,
tarzan
:drunk: To Vanico,
Your ideas at KFZ ModDB - http://www.moddb.com/games/krieg-frieden-und-zombies-project/news/kfz-zombies-completely-new-characters.
And who gave you the permission to post it there?!
Just kidding. But it would have been nice if you asked me. Next time.
Also it's nothing official and I don't know if Snipe would like my pictures getting mixed up with REAL KFZ stuff ^^
(Also you forgot the wolfhounds)
@ poompoom500
You better delete a few of your pictures (or maybe even all) because many of them are not related to this mod.
1. Nobody gave you the permission and it's still Snipe who is the head of this project.
2. Unfortunately there are not many advances yet. We just have started. It throws a bad light on this project.
EDIT: Just found a mistake in the news post "KFZ Soldier Anim WIP". The first word is written wrong.
Just saying.
I think before we can really introduce this project, we should draw some serious pictures: Logo and a few background stuff. Maybe even a rendered scene with an enemy or a part of a map.
:busted: To Vanico,
QuoteBut it would have been nice if you asked me. Next time.
Okay. Sorry. It was just so colorful and innovative. And I also posted a news article about your zombie ideas which will be shown as soon as it gets authorized.
(http://i1014.photobucket.com/albums/af261/poompoom500/KFZModDBVanico0.jpg)
:areyoukidding: To Necro,
QuoteYou better delete a few of your pictures (or maybe even all) because many of them are not related to this mod.
1. Nobody gave you the permission and it's still Snipe who is the head of this project.
I DON'T THINK SO. Snipe34 knows about it already. We talked about it way before it got posted. As a matter of fact, he has access to the ModDB site. And seeing he is busy developing the game, I am the one that is left maintaining the site. If you want to help just let me know and I'll give you access. But the site stays AS IS.
As for the images, they will be replaced with ones that you contribute, as per discussed with Snipe34 and myself.
BTW, I'll go check the news you mentioned. Thank you.
@poompoom500
Sounds good! :ok: I didn't know that.
But I still suggest to delete the UDK toon pictures (the rabbit and the tortoise) and other stuff which is related to UDK, but not to KFZ.
:occupied: To Necro,
QuoteBut I still suggest to delete the UDK toon pictures (the rabbit and the tortoise) and other stuff which is related to UDK, but not to KFZ.
Heard ya. As you wish.
I told you to ask me first and now you even posted a news article?! :D
I think we should focus on the REAL Kfz stuff and not suggestions that have no chance of being added. But I don't care, ask Snipe.
:cerealguyangry: To Vanico,
QuoteI told you to ask me first and now you even posted a news article?!
That is why I included it in my post above. If you don't want it posted, then I shall delete it when it comes out!
after i read this threw thru a couple of times i finally understood what's going on...
1st, most important, Hey Sweety, woof, :p
Poom, 'tis nice you feeling possessive of modDB, although as N3cro said, probably other content. N3cro has a good eye for layouts and would be helpful with that, if he has some time. Probably actual pics or none, or probably better, a simple explanation. Conceptual art often inspires extreme opinions.
Flash is needed http://www.youtube.com/watch?v=oSbr7uc-JyM The vid shows flash anims. Vectorian Giotto is obviously similar to the Flash layout. Some AS2 coding is involved but examples come with UDK in the Flash directory, under AS2/AS3. I will use AS2. They can be modified. I saw a good Vectorian user tut explaining buttons for menu, and huds. Each button is individually animated in Flash (or Vectorian), so at idle it is one pic, mouse touch another pic etc. And for a hud, the health bar etc.
also i just found this link on utforums about using Vectorian Giotto: http://forums.epicgames.com/threads/802824-Scaleform-UI-without-Flash-Vectorian-Giotto-and-FlashDevelop
Yay, Flash, something I actually know a bit of :D
Quote from: Sonar on May 14, 2012, 01:49
Yay, Flash, something I actually know a bit of :D
cool, but beside the other cost, flash is also .99p beyond my budget. Need a hud using as2
Well, I already have Flash CS4 installed. Let me know what I have to reference and what it needs to look like, I might be able to slap something together. Mind you that if you don't use different pictures for different resolutions, they will distort and pixelize from resizing.
Quote from: Snipe34 on May 14, 2012, 01:43
Conceptual art often inspires extreme opinions.
Yup, most people will probably think these enemies will ACTUALLY appear in the game... :D
Very misleading.
:angry-shaking: To Vanico,
QuoteVery misleading.
NOT IF YOU CAN READ.
...and I guess most people probably WON'T read.
Also don't talk to me like that, I don't like aggressive talk.
:newspaperguy: To Vanico,
QuoteAlso don't talk to me like that, I don't like aggressive talk.
I wasn't being anything but practical. Ands I wasn't being aggressive. Just trying to make a point. Besides, I was just SHOWING your work OFF. I thought they were great.
hmm, you never thought of starting a flame thread maybe? fun to watch. And Sweety is raging at Anti??!
:surprisedface:
Work, work... i like the resi evil style but i want to keep to that solider style with camo. meeeh, probably some fancy gas masks.
Woohaaa Snipe is back! : P
could i ask for news please?^^
i'm not on the run i think
And an important questions:
Will the zombies be able to handle water? It would be epic if they could swim at least...
Quote from: Vanico on May 19, 2012, 20:06
And an important questions:
Will the zombies be able to handle water? It would be epic if they could swim at least...
They are
infected!!!!(http://www.madcityskiteam.com/wp-content/uploads/2010/08/9516.jpg)
Quote from: Snipe34 on May 19, 2012, 20:14
Quote from: Vanico on May 19, 2012, 20:06
And an important questions:
Will the zombies be able to handle water? It would be epic if they could swim at least...
They are infected!!!!
A zombie doesn't has to be undead. If they act like blood-thirsty, brainless animals, they're zombies.
So is that a yes? That would be pretty cool..
Quote from: Vanico on May 19, 2012, 20:48
A zombie doesn't has to be undead. If they act like blood-thirsty, brainless animals, they're zombies.
So is that a yes? That would be pretty cool..
Well they're monsters, so yes.
idk if i'm supposed to ask but...
is there a very very (repeat that a hunderd times more) raw approximated release?
i know its too soon to ask
... sometimes i'm just impatient
We will release the game in x + 3 months. x ∋ N
The exact value of "x" is unknown yet.
Quote from: N3Cr0 on May 21, 2012, 19:58
We will release the game in x + 3 months. x ∋ N
The exact value of "x" is unknown yet.
thx
:megusta: To Necro,
I guess that means that x = mc2. Where x represent "I don't stinking know", m represents "Major time", and c represents "Clueless".
Quote from: poompoom500 on May 22, 2012, 10:56
:megusta:To Necro,
I guess that means that x = mc2. Where x represent "I don't stinking know", m represents "Major time", and c represents "Clueless".
i see it clearly now thx :D
Quote from: poompoom500 on May 22, 2012, 10:56
:megusta:To Necro,
I guess that means that x = mc2. Where x represent "I don't stinking know", m represents "Major time", and c represents "Clueless".
thanks for your vote of confidence :dude:
:cerealguysquint: To Snipe34,
Quotethanks for your vote of confidence
You tell me. What do you think he's saying?
(http://i1014.photobucket.com/albums/af261/poompoom500/darthsense_052207.jpg)
That cheers me up Pooom :D
Given your taste in artwork I know I'm doing the right thing :troll:
(http://hypedot.com/wp-content/uploads/2011/11/Banksy-Is-Crap-Art.jpg)
Quotethanks for your vote of confidence
You tell me. What do you think he's saying?
[/quote]
yep, we definitely need a flame thread :D
I got the autoturret working. It tracks me around the map and shoots shock rifle ammo. Also an npc character is working. atm it's a udk bot, but I will make some civilians.
Also I have the reload and aim partially working.
:hehheh: To Snipe34,
QuoteI got the autoturret working. It tracks me around the map and shoots shock rifle ammo. Also an npc character is working. atm it's a udk bot, but I will make some civilians.
It's about time! But seriously, AWESOME. I just can't wait to see the whole thing. Also, can you post some pictures of your progress? Thanks.
Quote from: poompoom500 on May 27, 2012, 00:55
:hehheh: To Snipe34,
QuoteI got the autoturret working. It tracks me around the map and shoots shock rifle ammo. Also an npc character is working. atm it's a udk bot, but I will make some civilians.
It's about time! But seriously, AWESOME. I just can't wait to see the whole thing. Also, can you post some pictures of your progress? Thanks.
we're friends again are we :P
vids because stills won't show a lot you haven't seen, but utube upload speeds suck. I'll be trying Russian utube and see how it goes.
Edit: russian utube thought 716,123 or 30secs vid (under a frigging meg) was over 2GB so can't upload there... back to uVerySlowUploadTube... Na, screw it, 99mins to upload 30 seconds vid. Sorry! You'll have to use your imagination until I find a better vid host.
I haven't tried it yet, but you could try modifying your xfire_games.ini (located in %appdata%), search for UT3, change the name/path of the .exe and maybe delete a few disturbing lines.
If all goes well, xfire will think you are playing UT3 instead UDK and you will be able to record and upload movies there.
:drunk: To Necro,
Actually you can upload any kinds of video to X-Fire SO LONG AS YOU CONVERT THE FILE TO *.AVI. Then you go to your C:\Program Data\xfire\videos folder and upload (copy) it there. Take a picture (screenshot) of your map or whatever and RESIZE it to 320x240 in *.PNG format and copy it to the same folder, namely, C:\Program Data\xfire\videos. Then RUN your X-Fire and go to your VIDEO section, SOURCE VIDEO. Right click and UPLOAD VIDEO.
what about dailiymotion?
i heard mp4 uploads to utube are fast. Recommended for conversion to mp4 is Handbrake, fr. free dl.
Anyways, I will try poom's method since most of my vids are on xfire already. Thanks for that!
for converting something i'd recommend SuperC
very useful and free
use it since 2009
Quote from: [MiA]crazzy on May 28, 2012, 09:54
for converting something i'd recommend SuperC
very useful and free
use it since 2009
I used this tool for a long time, but then I noticed it has a bad compression: the files become too big, not matter what you are doing.
Honestly, I don't really know some good converter tools, but if you can handle a commandline, you can give ffmpeg a try (available for Windows and Linux). Once you have found the right settings you could write a batch or shell script and open files with from your filebrowser with it.
EDIT: You might be needing a few examples (mp4 tutorial on page 3)http://translate.google.de/translate?sl=de&tl=en&js=n&prev=_t&hl=de&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fspielwiese.la-evento.com%2Fhokuspokus%2F&act=url (http://translate.google.de/translate?sl=de&tl=en&js=n&prev=_t&hl=de&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fspielwiese.la-evento.com%2Fhokuspokus%2F&act=url)
KFZ ChallengerII - still to make the LeopardII
For the German input, N3CrO is learning a 3d Program to make some local German content. Signs and stuff. Also we'll make some notable German landmark, somewhere we can fend off monsters. Vanico wants money, so... he'll be on a street somewhere, selling stuff I guess? ???
Sweety also offered some help with images, and I'll keep that in mind because lots of stuff needs making - everything in fact.
For the moment, ChallengerII in UDK.
Code isn't finished. I'm using UT3 code and code from Geodav, a helpful person on UTForums. And the AnimTree, something new to UT3/UDK, also with help from a Geodav tutorial.
I usually have little trouble with vehicles, and the code so far looks pretty straightforward.
But, notice the MG turret! Unlike UT2004, UDK allows the whole tank can be imported as one piece. Besides a working MG, the tank wheels move and as before, the tank tracks. Also there is suspension, the tracks will go up and down over bumps.
The ChallengerII will take 3 people: Driver; Cannon Turret and MG. I'll make the collision so that people can climb up and be passengers.
(http://i.imgur.com/M8K5s.jpg)
http://i.imgur.com/M8K5s.jpg
Notice the beautiful bump mapping ^^
(http://i.imgur.com/rhbui.jpg)
http://i.imgur.com/rhbui.jpg
WOW sounds impressive about the tank. It also looks pretty.
Signs: I'm on it.
Landscape: Will be some more work. Honestly, it will be a hard challenge to make it credible.
The tank looks pretty indeed!
Who's creating the german landscapes?
I know many forests, lakes, giant fields etc.
We don't need sights in every map, an ordinary map will do.
If we really need landmarks then we should probably choose the Brandenburger Tor. It's well-known at least.
what about the florian-tower? it's in dortmund and well known in west-germany aswell... afaik...
Brandenburg Tor because it's known worldwide, although if you want to make Florian-Tower map would be good :)
And German landscape, German signs, lighting, etc. I think a German person is needed to author or advise on those maps for true realism.
As stock maps, I mean, but later let people make whatever maps they want.
The Tor - as a stock map that comes with KFZ, I would like that map detailed. So standing in the map, players say to themselves, this is like being there. I can help out with complex stuff like the quadriga which should look accurate, but also low poly as possible.
OK, I suggest Snipe and me make some resources first. I'm making some traffic signs these days - You will need them.
Then I'd like Vanico to make a map with the Brandenburger Tor.
EDIT:
I forgot you like to SEE some progress ;)
(http://i.imgur.com/ReQUy.jpg)
Very nice!
So... will you make the Brandenburger Tor and KFZ simply includes it?
Because I'm not a modeler and a detailed one would be much prettier.
OK, I will try, but I thought we could make it in UDK and convert it to a static mesh.
The rest of the map is your task: I never was being there, so I don't really know the landscape.
... but one more: maybe we could put the TV tower of Berlin in background.
EDIT:
Will not be too easy to make this curvy road/intersection
(http://i.imgur.com/xgLrE.jpg)
We don't have to convert it 1:1 into the game.
But thx for the map, that's useful!
Actually I could do it in UDK. Problem is: I lack textures. UDK comes with only a few textures...
It was much easier in KF since I could use all the Ut2k4 files.
I'll probably have to import many of them...
I COULD make the Brandenburger Tor. But a modeler has to create the statue on top of the gate. I can't make this with BSP brushes... http://www.martinloos.de/images/2011/10/sehensw%C3%BCrdigkeiten-berlin-brandenburger-tor-statue.jpg
It will also be hard to find matching textures. Very detailed as you can see...
OK, I will make the statue on top of it.
Textures: Of course, that's hard. Please do me a favor and do not use stock textures. We must make our own.
How to make your own textures? Take some photos from walls, tiles from the floor, etc.
How do you want the map to play? A mission? So maybe tanks along the boulevard thru the park?
(http://i.imgur.com/p1Zxx.jpg)
http://i.imgur.com/p1Zxx.jpg
Around the Tor that's a huge curve so straight sections can be used. And, as I said above, I can help with the quadriga which is (because it seems you don't know ) the four horse chariot with the guy holding the iron cross that's mounted with the eagle.
-----------------------------------------
It's very, very hard sometimes to mess up lovely pics to looked aged, but natural. Many games are ultra clean so they don't feel so real. Take a look around your real life house, your street the signs, roads -- notice the random marks, smudges, cracks, lines, potholes. Those all help to add realism.
Cracks, dents streaks and randomness, or better, I got a pic of an old battered sign. (the best free site [but 15mb dl limit per day - is good for about 8 large pics per day] www.cgtextures.com where i found the aged pic)
(http://i.imgur.com/PQhei.jpg)
http://i.imgur.com/PQhei.jpg
Texturing... I'm on it ;)
I will work over my signs.
OK Snipe, I would appreciate it if you make this statue. I mean I don't really know how to make all of it's parts.
I will probably make a plain survival map in front of the Brandenburger Tor first because I have NO and I really mean NO idea how to make a story map. I never did one and I never attempted to make one.
Berlin is an important map for a game taking place in Germany...
Maybe Hicks should make it? I still don't think I'm good enough for this.
idk if that was said before but I think the traffic signs could look a bit more rusty, more used, older and such... I ain't critisize your work. This is just what I'm thinking.
And that's exactly what I'm fixing now ;)
story map is: players start at A move to B and probably C. You put obstacles in their way, maybe puzzles, but mainly monsters. Important also with story maps: do you want the players to be able to return to the start - if not put small cliffs so they jump down to the next area, and can't return the start.
But the Tor. First a large flat surface using BSP. Then many BSP blocks - pls keep the grid on - the buildings. The fine details like the quadriga and other fancy meshes can be added later, as n3cro or i make them. So for now, buildings as blocks using UDK default tex is fine.
The important thing is make it to scale, so I suggest in UDK, search for "skeletal." Place a udk [skeletal] Bot in the map to give you the size of a person relative to the Tor. You'll find there's a fair bit of work getting it sized right with just blocks. Fortunately UDK bsp is really easy to use.
I'm not sure what kind of lighting want, day night or twilight. I managed nice shadows using 2 lights: 1 dominantDirectional (gives shadows- with some settings changed) and 1 skylight (softens the shadows - more settings xd), so copy/ paste lighting out of my maps if you want. All you have to do then is brighten or darken the lights to your choice.
I know what a story map is. I just never made one with scripted triggers, objectives etc.
Also I tried to be careful with the size. It should be as realistic as possible.
Grid... too late.
I already made a beta building with selfmade textures of my own floor for example.
I still have to get used to the global illumination and directional light stuff. Should be working though.
Well, I guess there is not too much stuff in your map yet. Would be good if you could remake the BSP using the grid.
Oh god, why? :(
Btw. you know what REALLY bugs me about UDK?
It kinda lacks a "location" property which I always used to edit the object's coordinates.
Now I can't place BSP brushes precisely anymore and I always get ugly transitions.
UDK freaking forces me to use the grid now.
Why do I hate this so much.
(http://www.gedankendeponie.net/wp-content/uploads/orly.png)
No problem, you will learn to use the grid properly, if you want ;)
Hint: keep calculating formulars with 8 or remember numbers:
2;4;8;12;16;20;24;32:40;48;54;64;72;96;112;128;160;192;256;374;512;640;720;768
Quote from: Vanico on June 05, 2012, 11:20
Oh god, why? :(
Btw. you know what REALLY bugs me about UDK?
It kinda lacks a "location" property which I always used to edit the object's coordinates.
Now I can't place BSP brushes precisely anymore and I always get ugly transitions.
UDK freaking forces me to use the grid now.
Why do I hate this so much.
Watch or dl videos dude and get up to speed with modern technology :D
http://forums.epicgames.com/threads/707437-UDK-Video-Tutorials(Youtube)
http://udn.epicgames.com/Three/VideoTutorials.html
also click the HELP in UDK
Great, you gave me a couple of tutorial videos that don't help me with my problem at all.
Texturing models is still in progress and takes some time, but here some other news:
I have started making some generic textures.
(http://i.imgur.com/kiHMu.png)
(http://i.imgur.com/jkOv6.png)
powered by GIMP :ok:
and nicely tiled, excellent!
Quote from: N3Cr0 on June 05, 2012, 20:58
Texturing models is still in progress and takes some time, but here some other news:
I have started making some generic textures.
(http://i.imgur.com/kiHMu.png)
(http://i.imgur.com/jkOv6.png)
powered by GIMP :ok:
They look nice!
I also made 2 textures but I made them with pictures... I'll try using GIMP.
Quote from: Snipe34 on June 05, 2012, 21:06excellent!
(http://www.lorenzobellincampi.net/videogames/wallpapers-gallery/photos/Quake/quake-excellent.jpg)
@ Vanico: You can render the textures in GIMP (no templates required), but it can be a lot of work. Search for some texturing tutorials.
I tried making a sand-like gravel ground.
(http://img252.imageshack.us/img252/9623/sandp.png)
Looks a bit regular, but I think it will work. Great!
Since we need new resources we actually need more ordinary stuff like rocks, grass, asphalt and so on!
Quote from: N3Cr0 on June 05, 2012, 22:15
Quote from: Snipe34 on June 05, 2012, 21:06excellent!
(http://www.lorenzobellincampi.net/videogames/wallpapers-gallery/photos/Quake/quake-excellent.jpg)
@ Vanico: You can render the textures in GIMP (no templates required), but it can be a lot of work. Search for some texturing tutorials.
nice
I'm currently working on the Brandenburger Tor. Does it really have to be an exact copy? There are some parts that are very hard to recreate (some mosaics and the top of the tor). I'm trying to do it as good as I can!
Also I'm focussing on the front site. On my survival map you won't be able to walk past the tor. The giant square behind it is way too big for this kind of gameplay.
Alpha pic:
(http://desmond.imageshack.us/Himg846/scaled.php?server=846&filename=brandenburgertoralpha.png&res=landing)
The texture isn't final, I'll need one that looks dirtier... the statue and the mosaics will be made by N3cr0 so I couldn't include them yet.
Also my version is WAY too big. I'll resize it later. (That's also why you can't see one of the top parts because it's simply too huge.)
:pft: To Vanico,
STAY WITHIN THE GRID. The grid is our friend.
(http://i1014.photobucket.com/albums/af261/poompoom500/olivia-wilde-in-tron-legacy-as-quorra__oPt.jpg)
:drunk: My UDK Map,
Anyways, picture of my UDK map. Take it for what it's worth.
(http://i1014.photobucket.com/albums/af261/poompoom500/mymapudk0.jpg)
Quote from: poompoom500 on June 06, 2012, 09:39
:pft: To Vanico,
STAY WITHIN THE GRID. The grid is our friend.
(//)
The grid killed my parents I'LL HAVE MY REVENGE!
Quote from: Vanico on June 06, 2012, 00:28
Alpha pic:
(http://desmond.imageshack.us/Himg846/scaled.php?server=846&filename=brandenburgertoralpha.png&res=landing)
The texture isn't final, I'll need one that looks dirtier... the statue and the mosaics will be made by N3cr0 so I couldn't include them yet.
Also my version is WAY too big. I'll resize it later. (That's also why you can't see one of the top parts because it's simply too huge.)
omfg, looks amazing!
...really? Personally I think it looks horrible atmo.
I just added the reliefs (with original textures from the real Brandenburger Tor) and some other details. Just waiting for N3cr0 giving me the statue.
Yep, looks great!
I think we can add some details later.
(http://img827.imageshack.us/img827/3998/brandenburgertoralpha2.png)
Not perfect (the pillars are a bit too short) but I like it.
I'd like to fix it, but it's just too hard to rescale it...
Quote from: Vanico on June 06, 2012, 17:33
(http://img827.imageshack.us/img827/3998/brandenburgertoralpha2.png)
Not perfect (the pillars are a bit too short) but I like it.
I'd like to fix it, but it's just too hard to rescale it...
flattened a little too much.
it looked fine before
I still have the old one:
(http://desmond.imageshack.us/Himg19/scaled.php?server=19&filename=brandenburgertoralpha3.png&res=landing)
Looks good so far, but better try to arrange the texture on the pillars planar. The same texture part repeats on your screenshot.
Ooooh, it was supposed to be planar. But I had to redo the pillars and forgot to do it. Thx, didn't notice that.
Looks amazing!
UDK middle mouse drag, I think they made it for Vanico :P
Haha, yeah...
wait
wtf is middle mouse drag, I never used it.
Quote from: Vanico on June 07, 2012, 12:38
Haha, yeah...
wait
wtf is middle mouse drag, I never used it.
And in geometry mode you can select a BSP face and expand / contract it, with grid on, of course. No need for entering the sizes anymore, just begin with the 256x256x256 red brush everywhere then expand / contract with mouse clicks.
And there's so many other ways UDK makes stuff easy :p
Aaaah, ok. I'm not using the geometry mode very often...
:ok: To Snipe34,
Necro's video - http://www.youtube.com/watch?v=xJS4wli5K3Q gave me an idea. Can we use regular civilian skins for our player toon? Like the ones below?
(http://i1014.photobucket.com/albums/af261/poompoom500/humanpictoon0.jpg)
OR
(http://i1014.photobucket.com/albums/af261/poompoom500/human-conducting1.jpg)
Yes?
A cave man is a regular civilian?
Where do you live? :D
In the Stone Age, Neolithic
(http://i.imgur.com/fbSDa.jpg)
Quote from: Vanico on June 08, 2012, 11:07
A cave man is a regular civilian?
Where do you live? :D
good 1 :lol:
Quote from: poompoom500 on June 08, 2012, 09:40
:ok: To Snipe34,
Necro's video - http://www.youtube.com/watch?v=xJS4wli5K3Q gave me an idea. Can we use regular civilian skins for our player toon? Like the ones below?
(http://i1014.photobucket.com/albums/af261/poompoom500/humanpictoon0.jpg)
OR
(http://i1014.photobucket.com/albums/af261/poompoom500/human-conducting1.jpg)
Yes?
Yep regular guys. I recognized immediately the top dude as American, probably a NY subway driver? The lower dude - the US President's ideas man, I think, so you're saying we use them as characters?
What about ordinary civilians from mars?
(http://users.breathe.com/redplanet/ambass.jpg)
...Just to show off...
[linkimg]http://i.imgur.com/qUv6z.png[/linkimg]
Lol, nice!
Not very realistic but funny!
:lol: Cool Pic N3Cr0
N3cro recommend this site http://archivetextures.net/ and I was dismissive about it because at first glance it has small textures and the 3d models are hi poly. But, I was thinking about cars, which we need and civilians so I took another look. I downloaded until i got blocked - dammit, i was just about to dl a full skeleton :/
Some of the models need their polys cutting drastically, but otherwise, sorry N3cro, the site was a real good find!
I wanted trees but smallest I found was 3mb (largest about 30mb) and without textures xd
Some examples (in Blender) of the downloads: (btw n3cro, restart blender after every import)
The car even has bulbs and other stuff that can easily be cut, even the wheels polys reduced. The basic structures are there, and that takes the time.
(http://i.imgur.com/mIizz.jpg)
Not smoothed, and black face because i was messing around with it. It's 3mb (kfz soldier is 357k). But the model has many excess polys, easy to cut back - as I say, the basic shape is there.
(http://i.imgur.com/OXlZh.jpg)
Beautiful model, but it's way way too heavy on the polys.
(http://i.imgur.com/TyziK.jpg) hipoly woman
More polys in her face than the KFZsolider, the tank, pinzgauer and a couple of guns combined xd
(http://i.imgur.com/NVDPF.jpg)
A little hi poly, but change the balls, cue, table legs and supports and it will be good.
(http://i.imgur.com/VUqfe.jpg)
Quote from: Snipe34 on June 11, 2012, 05:35
I downloaded until i got blocked - dammit, i was just about to dl a full skeleton :/
Some of the models need their polys cutting drastically, but otherwise, sorry N3cro, the site was a real good find!
I wanted trees but smallest I found was 3mb (largest about 30mb) and without textures xd
Some examples (in Blender) of the downloads: (btw n3cro, restart blender after every import)
The car even has bulbs and other stuff that can easily be cut, even the wheels polys reduced. The basic structures are there, and that takes the time.
(http://i.imgur.com/mIizz.jpg)
Blocked? What about reconnecting to your ISP to change your IP? ...Also starting webbrowser in private mode.
Why restart after each import?
VW Golf: Good idea: very common in Germany
(Joke for Germans: VW GOLF GTI = Völlig wertloses Gerät ohne logische Funktion, mit gehirntoten Insassen)
:drunk: To Snipe34,
What about beer + pool table = happy German?
(http://i1014.photobucket.com/albums/af261/poompoom500/lagerbeer0.jpg)
PLUS
(http://i1014.photobucket.com/albums/af261/poompoom500/pooltable0.jpg)
EQUALS
(http://i1014.photobucket.com/albums/af261/poompoom500/knockwurst.jpg)
Hehe Knockwurst xD
Knockwurst FTW o.ô
Snipe, if you're ever looking for funding to help KFZ along, this might give you an idea where to look:
(http://images.4chan.org/x/src/1339703135283.jpg)
This is a mod, it doesn't need funding, although Raj could use some donations for his hard work on this site... even a dollar - not much but would make him feel you care.
Although, Sonar, if you know CS5 you could learn UDK huds and help me out with KFZ ;D
is that an echoing silence I hear...? :awwwyea:
If you mean Photoshop CS5 - I know enough, probably not as much as Raj, plus for some reason CS2 is the only version that runs stable on my laptop.
If not Photoshop CS5 - Then I don't know, of course, since I don't know what else you'd be talking about.
Quote from: Sonar on June 16, 2012, 19:13
If you mean Photoshop CS5 - I know enough, probably not as much as Raj, plus for some reason CS2 is the only version that runs stable on my laptop.
If not Photoshop CS5 - Then I don't know, of course, since I don't know what else you'd be talking about.
eh sry, Flash CS5
I can Flash CS4, if that helps :T
:notbadobama:
I can't do anything!
Flash CS4 We need a KFZ menu system, and that needs taking into Scaleform. UDK has step by step howto using Scaleform.
If you can fix that up, we can make menu graphics.
@vanico
(http://j.static-locatetv.com/images/content/3/278464_blackadder_the_third.jpg)
Just a few German signs, not all of them ;)
(http://i.imgur.com/O2JaU.jpg)
maybe a railway sign?
(http://t3.gstatic.com/images?q=tbn:ANd9GcTrfMBjJWyvONqMosA_FQu6kUoXZcxaleX_L50OYSrfKH5QbEwjmdov7AyK)
(http://t2.ftcdn.net/jpg/00/35/40/45/400_F_35404561_AD685py9l5EWoTwTagZNAvIaLQv0w2hx.jpg)
just a suggestion
The signs look very nice!
I like the dusty look.
Quote from: [MiA]crazzy on June 21, 2012, 17:50
maybe a railway sign?
Yep! Not only that one sign - there are some other signs at a railroad crossing.
You mean like Andreas Kreuz (idk in eng^^)
:occupied: KFZ ModDB Update,
Just want to let you guys know that ModDB has changed the KFZ game to a regular GAME section. So if you want to view/add/edit or whatever to the site then you have to go under GAME - http://www.moddb.com/games/krieg-frieden-und-zombies-project.
By the way, Necro, may I use your pictures to post in KFZ?
Quote from: N3Cr0 on June 21, 2012, 15:00
Just a few German signs, not all of them ;)
(http://i.imgur.com/O2JaU.jpg)
Very pretty, exactly what KFZ needs!
Andreaskreuz = St Andrew's Cross
(http://upload.wikimedia.org/wikipedia/commons/thumb/1/13/Martyrdom_of_andrew.jpg/220px-Martyrdom_of_andrew.jpg) (http://www.dungeon4hire.com/Dungeon%20Furniture/images/St%20Andrews%20Cross%20Chequred%20plated_JPG.jpg)
QuoteAndreaskreuz = St Andrew's Cross
ty ;)
Quote from: poompoom500 on June 21, 2012, 19:41
By the way, Necro, may I use your pictures to post in KFZ?
Yes. 8)
Quote from: Snipe34 on June 21, 2012, 19:44
(http://www.dungeon4hire.com/Dungeon%20Furniture/images/St%20Andrews%20Cross%20Chequred%20plated_JPG.jpg)
I vote for the last picture O:-)
amen :P
And thanks Poom for your work with ModDB. btw, the vid of the KFZ soldier looks great!
What must each good zombie game contain?
Exactly! Advertisements.
(http://i.imgur.com/e4VJl.jpg)
Lol, seriously, I had the same idea like 1 year ago. :D
I also don't drink Light and Zero because of the aspartame.
I'll also make lotsa new advertisements...
@ Vanico:
Great! :) I'm just making a few more advertisements, too. Easter egg alert!!!
For all others which don't know what aspartame is: It is a sweetener. The worst so called "food" all time.
It's taste is nasty: very sweet, but also bitter.
It is heavily toxic and causes cancer. From it's disintegration it originates 50% phenylalanine (bitter taste), 40% aspartic acid (damages nerves), and 10% methanol (heavily toxic).
Light products, specially coke zero and chewing gums contain it. That's why they taste so nasty and you get more durst, also you want to eat something after consumption (That kills every diet).
:awman: To Necro,
I have a bit of a sad news for you guys. It seems that our developer has had a falling away with a person and he won't be around anymore. So whatever contributions you might want to share must be done through ModDB KFZ forum - http://www.moddb.com/games/krieg-frieden-und-zombies-project. Or you can opt to PM me.
That is very sad news :( i hope everything get fixed soon...
Quote from: [MiA]Sweety on July 04, 2012, 20:31
That is very sad news :( i hope everything get fixed soon...
Thanks for asking.
I'll be fine. Nice display on ModDB, Poom, but maybe you can remove Vanico's concept art if that's ok with you.
^ agree.
Don't even know why you added this. It isn't official in any way, I'm not a developer, it's just plain fanart.
:drunk: To Snipe34,
QuoteNice display on ModDB, Poom, but maybe you can remove Vanico's concept art if that's ok with you.
Request granted. BTW, welcome back dev-meister!
:hmm: To Vanico,
QuoteDon't even know why you added this. It isn't official in any way, I'm not a developer, it's just plain fanart.
I thought I'd share ideas from people who display some kind of talent. However, on our developer's request (Snipe34), that post was taken out.
N3cro has been working with the code and he fixed up a basic menu!! Is just the beginning.
http://www.xfire.com/video/58a5e2/
Poom, N3cro is uploading to youtube and I'll paste a link here for you for ModDB
easier to view now:
The only issue was that I could not record the sound on my messed system config.
Looks awesome :D
I wouldn't mind getting my hands on this playable version, it'd help in my HUD quest.
:win: To Necro,
Very nice video. Uploaded to ModDB - http://www.moddb.com/games/krieg-frieden-und-zombies-project/news/eye-candy-from-kfz-developer (NEED TO BE AUTHORIZED FIRST). Wait til ModDB admin authorizes the news.
Anyways, below is a picture of the Blunderbuss with the Challenger and the Pinzauger in the background. Also the submachine gun weapon spawn on the right. All thanks to Snipe34!
(http://media.moddb.com/images/games/1/9/8065/kfz_challenger9.jpg)
The passenger side of the Pinzauger.
(http://media.moddb.com/images/games/1/9/8065/kfz_challenger8.jpg)
:hmm: To Sonar,
PM Snipe34. He might give you a running copy of the game. And ask him for instructions on how to install the game. You have to RUN installation from the UNREALFRONTEND editor.
I got it, and I got it workin', poom :D.
I got it workin' like a lawyer with a broken neck.
:areyoukidding: To Sonar,
QuoteI got it workin' like a lawyer with a broken neck.
Kool. Broken neck, uh-huh.
The VW wip
I think the mod will have a few more vehicles beside this..
(http://i48.tinypic.com/mav0jp.jpg)
(http://i47.tinypic.com/10h3c6b.jpg)
(http://i49.tinypic.com/abt5dy.jpg)
hmm... still looks distorted in the shots, especially front view. I guess that's just the unlit 3d
(http://i45.tinypic.com/2zr1a13.jpg)
(http://i48.tinypic.com/35a9pvt.jpg)
Truck wip also driveable in KFZ
N3cro is working on weapon placements, and the coding for them is going well. Also he's making other improvements to the weapons code.
(http://i49.tinypic.com/2wdy4bo.jpg)
(http://i50.tinypic.com/20hmxsp.jpg)
Quote from: Snipe34 on July 10, 2012, 22:57
Truck wip also driveable in KFZ
N3Cr0 is working on weapon placements, and the coding for them is going well. Also he's making other improvements to the weapons code.
Just a little preview:
Quote from: N3Cr0 on July 14, 2012, 16:52
Quote from: Snipe34 on July 10, 2012, 22:57
Truck wip also driveable in KFZ
N3Cr0 is working on weapon placements, and the coding for them is going well. Also he's making other improvements to the weapons code.
Just a little preview:
:trollinsane: COOOOOOOOOOL!!
Nice destroyable meshes. Did you make them by yourself?
I learned how to make them but I already forgot... :D
I'll try again someday...
It's Nvidia Apex destruction. To make these meshes, register at the Nvidia Developer's area and apply for Nvidia PhysX Lab.
Unfortunately hackers hashed some user information two days ago and since then Nvidia closed this area temporarily. Also I noticed, Version 1.1 (as I have) has some awful bugs which make good results impossible. Get v1.0 when they are back online.
:win: To N3Cr0,
Awesome work. Posted it to ModDB - http://www.moddb.com/games/krieg-frieden-und-zombies-project/news/improved-weapons-coding. WAIT TIL ModDB AUTHORIZES IT FIRST. Keep up the good work.
Just fixed most of all the bugs this night.
We are proceeding!
Quote from: N3Cr0 on July 15, 2012, 00:46
Just fixed most of all the bugs this night.
We are proceeding!
KFZ is "proceeding" with your coding work at an exponential rate of knots :) I mean,
fast. This encourages me to hurry along and try harder. The code usually takes me ages of slow, painstaking, methodical mf work XD. So thank n3cro!!
:busted: To Snipe34,
I was looking for that instruction that you gave me regarding the middle alignment view of the vehicles but I can't seem to find it. Will you please tell me how to align the vehicles to view in MIDDLE PERSPECTIVE please.
Also, please keep me updated on the codes of the weapons. Thanks dude. Peace, love and sole!
Quote from: poompoom500 on July 15, 2012, 11:12
:busted: To Snipe34,
I was looking for that instruction that you gave me regarding the middle alignment view of the vehicles but I can't seem to find it. Will you please tell me how to align the vehicles to view in MIDDLE PERSPECTIVE please.
Also, please keep me updated on the codes of the weapons. Thanks dude. Peace, love and sole!
Weapons' codes were included in the file.
Sockets. I can't really explain it any differently to the email but here it is again:
Right click "Fully Load" the vehicle file of the vehicle whose socket you want to move.
Open the skeletalmesh view of the vehicle. Open SocketManager - keep SocketManager open. Next, in the the 3d window the sockets will be purple. Click the ViewSocket, which is what you want to move. With ViewSocket selected move the socket to where you want it. Close that browser and don't forget to save: Right click the vehicle file > Save.
Work, work ;D
Usual is problems with everything new or different. The truck crashes UDK because I'm trying to make it with mudflaps and that uses Nvidia Apex, easy enough to do, but some small complications :s I'm not sure how to make another material slot for the mudflaps in the truck mesh, but I'll work it out. I did do it, but then adding the mudflaps to that slot inside UDK also crashed it.
The truck doesn't need mudflaps, but they are 'cloth.' Is also needed for the cape of the weapon's supplier. Sweety will expect some cool hair for her character :p And the monsters will want clothes - rags flapping around in the breeze. So, I must work how to get cloth into UDK. Tiring, but N3cro cheers me up with new pieces of code, so the guns are beginning to react as they should thanks to his hard work.
The bumper texture is small but notice the bump mapping makes it look good.
(http://i.imgur.com/nGDGU.jpg?1)
<img src="http://i.imgur.com/nGDGU.jpg?1" title="Hosted by imgur.com" alt="" /></a>
(http://i.imgur.com/Pzhxs.jpg?1)
<img src="http://i.imgur.com/Pzhxs.jpg?1" title="Hosted by imgur.com" alt="" /></a>
The truck looks awesome - even yet.
Good Job!
*sniff* beautiful!
*crying* Yeah. Simply heart-rending.
Quote from: poompoom500 on July 23, 2012, 15:49
*crying* Yeah. Simply heart-rending.
I understand your pain, Poom.
The fuel truck. From my AirportSpecimens map now driveable and with 3 seats.
(http://i50.tinypic.com/2myydqh.jpg)
Can you blow it up? :>
:challengeconsidered: To Snipe34,
QuoteOpen the skeletalmesh view of the vehicle. Open SocketManager - keep SocketManager open. Next, in the the 3d window the sockets will be purple. Click the ViewSocket, which is what you want to move. With ViewSocket selected move the socket to where you want it. Close that browser and don't forget to save: Right click the vehicle file > Save.
I know that I am deviating from the topic, but how exactly do I get the SOCKETMANAGER? I opened the editor in the TOP SKELETAL (WIREFRAME) VIEW and I ENABLED SHOW SOCKET NAMES from VIEW, but how do I get the SocketManager?
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzmiddleview0.jpg)
Hi Vani!
Blow it up? - you took the thoughts right out of my mind! It can be destroy like most vehicles, so probably a huge destruction sequence which will destory everything in a large radius, is what I'm hoping can be achieved, muhaaaa.
Poom, sorry about the bad res, you'll have to squint or use a magnifying glass :p
I click on the skeletal mesh, and open the skeletal mesh
(http://i48.tinypic.com/j77nz9.jpg)
With the skeletal mesh open, i click on the Socket Manager
(http://i46.tinypic.com/fz0n53.jpg)
With the Socket manager open, I can see the Sockets
(http://i49.tinypic.com/wtcbkg.jpg)
I'm not touching the Socket Manager box itself, I'm in the screen with the Challenger. I click on a socket and then it's arrow - to move the Socket to where I want.
(http://i45.tinypic.com/zlxn5g.jpg)
I have moved the socket back a little...
(http://i48.tinypic.com/2q8raxw.jpg)
:occupied:
Okay. I got it. Thank you Snipe34!
Just to CLARIFY, I repeated the PROCESS but have pointed out a few things (in images) as seen below:
1. Open Editor. Get CONTENT BROWSER. Click on SKELETAL MESHES. Then scroll down to CHALL2FBX.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzsocketmanager0.jpg)
2. Then RIGHT CLICK on the picture (chall2FBX) and scroll to topwards (Edit Using Anim Set Viewer...) and click.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzsocketmanager1.jpg)
3. Then you get the AnimSet Editor. Then click on SOCKET MANAGER (the picture on top menu of AnimSet Editor of a down arrow on top of red triangle).
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzsocketmanager2.jpg)
4. Then you'll get the socket manager dialog box and click on DRIVERVIEWSOCKET. Move the socket manager dialog box out of the way and click on the ARROW (red, green, blue) to RELOCATE the point (driver view point) to where ever you want it to go. Click on the BLUE ARROW (until it TURNS YELLOW) to move the point UPWARDS, etc...
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzsocketmanager3.jpg)
:challengeconsidered:
Anyway you can make a code for monster/zombie spawn for KFZ so we can play a little bit in a map? UT3 has an invasion mod you can look into - http://www.moddb.com/mods/ut3-invasion.
Quote from: poompoom500 on July 28, 2012, 13:50
:challengeconsidered:
Anyway you can make a code for monster/zombie spawn for KFZ so we can play a little bit in a map? UT3 has an invasion mod you can look into - http://www.moddb.com/mods/ut3-invasion.
Nice suggestion. I'll leave it to you to modify the code unless someone else will do it.
Nice suggestion poompoom. If there's a new alpha of kfz which is actually playable I'd love to test it!
Quote from: poompoom500 on July 29, 2012, 08:05
:-[
I feel so all alone.
No2 - learn
N04 - learn
http://www.besthealthmag.ca/embrace-life/mental-health/5-ways-to-beat-loneliness
^-^
Thank you for that link.
(http://i1014.photobucket.com/albums/af261/poompoom500/lonelysnipe340-2.jpg)
Ahhhh.... I feel better now.
I thought the best way to get rid of problems is drinking hard and much.
The VW car. Seats 4 players
The KFZ Truck, seats 3 + as many as is stackable...
(http://i50.tinypic.com/9qv436.jpg)
(http://i46.tinypic.com/1zvz5af.jpg)
:excited: To Snipe34,
You got me excited again (about the progress report on possible zombies, and sounds/weapons hits reports). All you need now are images/screenshots of them and it will really spark up the WIP game.
QuoteBeen thinking about monsters. Would like it if they could try and flank the player, unlike KF where they mainly come in straight lines to players.
I think the mod will really feel it's coming together after I begin working on the KFZ soldiers and get them into the game.
Quote from: poompoom500 on August 05, 2012, 10:54
:excited: To Snipe34,
You got me excited again (about the progress report on possible zombies, and sounds/weapons hits reports). All you need now are images/screenshots of them and it will really spark up the WIP game.
Thanks Poom! Sry about me being a sarcastic grouch sometimes.. i get tired. That is no excuse for bad manners I guess :/ Just Sorry
Mainly it's fixing effects, bugs, bugs... working out how stuff's done. I'll post some pics and vids soon. For the moment, the above pic, imagine there's another couple of buildings, another couple of vehicles, some glass/rock hit effects.
The crowd effect is something I'm looking forward to making. I'm slowly collecting low poly people for the crowds - so like L4Dead, except the crowd will be civilians running from zombies.
A vid as per Poom's Xfire method.
After trying off and on with UDK particles for months I had Physx particles working in about 7 hours. The UDK effects are the smoke whisps, sparks and bullet marks. The glass and rock particles are Physx. UDK glass and rock floated around, faster, slower :s
btw Physx is build in to UDK.
But, I had to change the mod to DX11 because DX9 caused random crashes using Physx particles.
http://beta.xfire.com/videos/59bf9a/
http://beta.xfire.com/videos/59c579/
No reports because I've made a new definite effort to learn UT code, and there's not much to show.
Although for any vids, look at my XFire page: http://beta.xfire.com/profile/snipe3434/
The KFZ Soldier is improved from the Silent Hill type of dude shown but with only with 1 anim, 'run' with pistol. 'Run' is the hardest anim for me so i tried it first. It's a bit gay -not shown as of now- so I'll definitely be improving the run.
Coding, I thought of a loo roll twirling for example - swfa to do with the game but a novelty and something I'd do if I could code.
Coding is exacting. Caps, spaces, names - took me 3/4 of an hour with one short copied example of code to make it work. Finally after Winmerge dl I realized I should have used a cap letter XD I worked with figures, and now I realize how sloppy I've become, dammit.
The last time I decided to learn coding -a few months ago- I read 1/4 of the book and gave up, went back to making Content.
I want KFZ to be how I want, so I have no choice except learn code. I learned Blender, Maya, UT2004, UDK. On UDK forums and other forums I'm now asking questions that few people can answer, or else they're silent because they hate me, but they don't know me. So I got myself into a position where there are few answers, except I have to learn how myself.
Besides all that learning, code is the last piece of the puzzle ^^
3 days intensive learning code and I got the autoturret, Pinz guns and the Challenger11 MG working online. Didn't actually realize Chall2 MG wasn't working online.
'tis good! The learning is helping my confidence with the mod.
:win: To Snipe34,
Got your WIPs at ModDB news section - http://www.moddb.com/games/krieg-frieden-und-zombies-project/news/progress-on-soldier-player. But wait for its AUTHORIZATION!
Good work dude!
Quote from: poompoom500 on September 01, 2012, 11:05
:win: To Snipe34,
Got your WIPs at ModDB news section - http://www.moddb.com/games/krieg-frieden-und-zombies-project/news/progress-on-soldier-player. But wait for its AUTHORIZATION!
Good work dude!
Thanks Poom!
Code is making sooo much sense as I re-look. But, have to continue learning step by step.
ModDB authorization is taking a
long time?
:amazed: To snipe34,
QuoteModDB authorization is taking a long time?
Yep. The admin has to check it over and approve it. Not sure how many admins there are. It usually takes a day or so.
Wow, I'm amazed ???
You seem to have quite a bit of a functioning game, minus the zombies, of course :D But tbh, you have enough to make a f2p Battlefield-style shooter. Tank, weapons, the HUD when I figure things out...
Welcome in [MiA] clan Sonar :)
Quote from: [MiA]Sweety on September 02, 2012, 20:49
Welcome in [MiA] clan Sonar :)
Off Topic :seriouslychan:
I'm amazed at your keeping up this project with so much dedication! GREAT! Really looking forward to see the result!
There is so much to do. But also I'm learning about using UDK as I work so it's slow, but sometimes fast.
@Poom, you should delete this: http://www.moddb.com/groups/killing-floor-ut2004-klub/news/killing-floor-beta-mutator-3-updates
btw it wasn't mut, but a full upgrade - although it's finished with.
UDK all the way.
:megusta:
Quote@Poom, you should delete this: http://www.moddb.com/groups/killing-floor-ut2004-klub/news/killing-floor-beta-mutator-3-updates
DONE!
Quote from: Snipe34 on September 06, 2012, 20:26
UDK all the way.
Pah, gotta relearn mapping because of UDK :-[
Quote from: Vanico on September 07, 2012, 09:23
Pah, gotta relearn mapping because of UDK :-[
(http://woodworkessence.com/wp-content/uploads/2010/05/Smallest-Violin-of-the-World.jpg)
:angry-stare:
QuotePah, gotta relearn mapping because of UDK
(http://i1014.photobucket.com/albums/af261/poompoom500/jimmy-answer-me-please.jpg)
It isn't that bad!
I wanted an mg that wasn't an AK47, and Jyrki offered the ideal alternative. The RK95, similar to an AK in many ways, but not :)
wip - finishing the texturing and later starting the animation.
(http://i.imgur.com/zZ4Ue.jpg)
"http://i.imgur.com/zZ4Ue.jpg" = click for full size
and nearly forgot DM51 grenade
(http://i.imgur.com/InFtR.jpg)
"http://i.imgur.com/InFtR.jpg"
:cryface:
Those meshes are soooooo awesome I almost feel like crying. Will post them at KFZ modDB.
(SPOILER)
Posted new of the latest development at ModDB - http://www.moddb.com/games/krieg-frieden-und-zombies-project. Wait for the AUTHORIZATION!?!
Quote from: Snipe34 on October 02, 2012, 23:25
I wanted an mg that wasn't an AK47, and Jyrki offered the ideal alternative. The RK95, similar to an AK in many ways, but not :)
wip - finishing the texturing and later starting the animation.
(http://i.imgur.com/zZ4Ue.jpg)
This looks much better than an AK-47.
Thanks Pooom!
Yep Crazzy I agree now that you mention it, the RK is sleeker than the AK.
Distracting myself with the RK because I'm having problems with the 3p =3rd person view, the UDK animtree makes the anims do all kinds of stupid movements, but I'm learning.
Sweety: http://miasma.org/index.php/topic,413.135.html and "http://i.imgur.com/g5UcA.jpg" the new Winchester, again :)
(http://i.imgur.com/FQzFS.jpg)
(http://i.imgur.com/apKhf.jpg)
(http://i.imgur.com/g5UcA.jpg)
Nice, thanks Snipe :D
Hey Snipe,
i got a question about the new anims.
Will the weapons be hold like in every Shooter, always aimed or will it be like we hold it like... idk right now... idled... (hope you know what i mean right now)[I'd prefer idling when not in use, but that is for sure harder to create]?
Edit :
I meant like always aimed:
(http://ecx.images-amazon.com/images/I/41dlpygKVdL.jpg)
or like 'idled' (if you can say so):
(http://i45.tinypic.com/2a9b346.jpg)
Np Sweety :)
Hey Crazzy! 3p, other peoples' view of your player and of other players.
To get different 3p views of players depends on the anims, EG: fire_ready, then could be, fire_idle (the gun lowered). To make that work would be through coding. Obviously having fire_ready and fire_Idle in 3p would be ideal.
KF, if you notice the winchester 3p only has fire_ready. But winch 1p (or your view holding the gun) is more complex. It has fire_ready and fire_idle.
If you didn't know, 1p and 3p are two entirely different systems. As I indicated above, having anims is not enough, but anims are made operational by the code.
Sounds difficult...
Quote from: [MiA]crazzy on October 04, 2012, 21:34
Sounds difficult...
Yep, seriously fickle process connecting a person to a gun :D Then there's issues like proportion - rifles in some games 1p you may have noticed look miles long, and 3p they poke noticeably thru walls. In those cases the modeller would have made the guns correctly, but they need shortening to look correct. Jyrki who uses a rl RK95 noticed my RK95 model's barrel is a little short - for that reason. I usually bring a gun into the game with a basic anim structure first to see how it looks. btw the MSG90 front was way too long - first long gun I made and I redid it, shortening it a few times to make it look right. Ultimax seems fine, but 3p it needs shortening, although 3p isn't much work thankfully.
Being there's so much to getting a gun attached, and usually the last part is 3p and held by the player character, I think people make less effort to get it right, and also as you rightly say, it is difficult.
WIP, KFZ woman number1 (with Sweety in mind :) The stringy strips are the beginnings of -blonde- hair.
As a work in progress a lot of colouring and changing is still being done. And also besides being a costume, it will have to be fashion statement, so lots to add :p
(http://i.imgur.com/WcboD.jpg)
"http://i.imgur.com/WcboD.jpg"
(http://i.imgur.com/Z0Qi6.jpg)
"http://i.imgur.com/Z0Qi6.jpg"
(http://i.imgur.com/diTfy.jpg)
"http://i.imgur.com/diTfy.jpg"
3p RK95 version, low mesh detail most done in tex and not shaped mesh. Probably hard to see the difference in the pic (as in the game), but for example the screws are flat, just drawn in tex. The curved bit at the back slightly above the lug is only drawn. Most of the muzzle detail including the screws. The mag is flat surfaces. The handgrip is also much reduced. The sights and the mag release are solid.
(http://i45.tinypic.com/fp1i89.jpg)
"http://i45.tinypic.com/fp1i89.jpg"
1p high mesh detail RK95, butt piece not shown because there isn't one in 1p... Same with the sides of the gun the player will never see (everything to help frame rates). But because it's a raise/aim gun, hammer + breech are there because they will be visible. Also there are bullets. I like to see no bullets in an emptry mag during reload. Then bullets when the mag is raised again and inserted. 3p mesh triangle count, about 1/4 of 1p
(http://i50.tinypic.com/11rztxd.jpg)
"http://i50.tinypic.com/11rztxd.jpg"
omg sweety logged off?! i just noticed that on the pic xd
Nice work, Snipe. The female looks like Sweety! And is shaped like her too.
Quote from: poompoom500 on October 11, 2012, 00:09
Nice work, Snipe. The female looks like Sweety! And is shaped like her too.
Thanks Poom. Depends what Sweety thinks about it...
Yup, nice job, but my eyes are yellow :P
Quote from: [MiA]Sweety on October 12, 2012, 23:10
Yup, nice job, but my eyes are yellow :P
but maybe you wear contact lenses on that day?
lol, maybe :)
edit: random internets eyes...
How is this?
Strange, but soon as I was working on the hair, my wife was interested, nice :)
But!! the character will have lots of hair (the many pieces are hidden), so this is only basic head with hair.
(http://i.imgur.com/Srjnz.jpg)
"http://i.imgur.com/Srjnz.jpg"
btw hair detail, wip:
(http://i.imgur.com/ElH1u.jpg)
"http://i.imgur.com/ElH1u.jpg"
(http://i.imgur.com/NSL4h.jpg)
Terrific thanks.
And as I mentioned the character hair atm is only base hair and other Apex hair (Nvidia, so the hair moves) will be added.
Had a rest from KFZ.
I have little problems with models, meshes and anims but only code. So I've been concentrating on code and the weapon raise/aim/lower has been improving - well improved in 2 minutes - errr but only after months of testing, wondering, figuring :D and in the 2 minutes I changed some code and the raise/aim/lower has dramatically improved. IE: previously: right click raise/aim is ok, but after fire, and then release fire the gun position jumps to lowered position. Then to raise position again.
Now it only jumps from aim to lowered sometimes and I haven't looked at all the code, soon I could fix that problem entirely I hope!
And did I say... I was also working on the skull Vanico requested.
I requested a skull? What skull?
Can't... remember... ANYTHING!
Is it MY skull?!
WILL I DIE?!
Quote from: Vanico on December 05, 2012, 15:24
I requested a skull? What skull?
Can't... remember... ANYTHING!
Is it MY skull?!
WILL I DIE?!
tbh i'm glad you forgot since I only made a half-arse attempt
Unfinished...
(http://i48.tinypic.com/2lbes7d.jpg)
Lol, yeah, this is a human skull after he got squashed by several blue whales.
Holy sh... so much progress you've done here, Snipe! I'm impressed.
Quote from: Hicks on December 06, 2012, 19:03
Holy sh... so much progress you've done here, Snipe! I'm impressed.
Hi Hicks! Thanks!
Hard part now, coding. Also animtrees... I do not understand them yet. (UDK AnimTree is mainly for 3p character view). There is a little coding involved but not much. An Australian, Wraiyth, is the expert on animtrees - his tutorials anyway.
Vanico, the skull will be fine after I finish it and from a distance and if you wear dark sunglasses :p
Better?
and some black bucket fill helps the imagination :D
(it's a low res pic and low poly skull for least lag)
And in-game
Some news... coding still problematic but
gradually improving. I'll give it a rest again and work on other aspects. There's plenty ???
(http://i.imgur.com/W3G96.jpg)
(http://i.imgur.com/FRuSn.jpg)
UDK is very different to UT2004 optimization-wise. There's no Zones like UT2004 where you section off areas. UDK you start with an open area that looks infinite, and is pretty much. With UDK the cpu can see thru BSP so LOD swapping / cache distance and Level Streaming are the alternatives.
LOD or (detail level) is you make 1 mesh for close up with hi detail and another low poly, low detail mesh for distance viewing. I think about 3 or 4 LODs are allowed. So by LOD 4 (I'd mainly only use 2 LODS) the player will be a long distance from the mesh so its details can be very, very low. UT2004 also has LOD options and particularly for anim characters.
LOD-wise in one of my UDK maps I have a whole mesh for an interior which is over 1000 polys. But soon as you step outside then that mesh swaps for a 17 poly exterior-only mesh. KFZ maps are ideal for LOD swapping since they're mainly dark or foggy maps and you can't see very far.
Cache Distance means you set the mesh to disappear after whatever distance you specify - i haven't found it effective. The frame rate at the specified invisible distance doesn't change, so something isn't working as expected or maybe I'm doing it wrong.
Level Streaming is several maps joined together which to the player may seem like 1 huge map. GOW uses that method. The map change pause can be minimal, but I've yet to try it properly with a huge map with smaller attached maps I'm working on.
Other fyi: By default in UDK for mapping only BSP has collision. There are 3 ways around no collision. Switch on collision ^^ if you can find the switches :p Or, build a collision volume into your mesh. Or, use blocking volumes. For mappers who can't make meshes, in UDK it's easy to duplicate meshes and make any changes you want to the mesh collision for your maps. UDK also comes with a collision maker but it's basic and wouldn't work well on something with many shapes - steps for example.
Light maps: I don't fully understand why they're good - but anyway each mesh has UV channels, Channel 0 is for the pic you see on the mesh and Channel 1 is for the light map. The light map is the whole pic layed out again but in no particular order except it has no over-lap. UDK DX9 makes light maps for you, but lately it often crashes in the process, dammit.
I am talking UDK but other games use these or very similar methods to try for max gaming speed.
Pic shows a Normal Mapped wall on the right - the floor also but less apparent. So it's flat meshes but the torch shows the raised bricks made that way by a normal map (You've probably seen normal maps around, they're blueish purple colour - so that wall pic is: what you see, also a normal map parallel but hidden with the height information). The wall pic is 256x256. Some textures work well with normal maps, others fail. I dunno why. The wall pic was a shit pixely texture but I thought I'd try it anyway.
btw the bot in the pic below is the 1st soldier mesh. He runs around so I can check how good his animations are. I am still working on the Sweety character finishing the hair, but it's many many pieces of hair. I only do a few sections before I fall into a coma.
(http://i.imgur.com/1TDBsN9.jpg)
full size: http://i.imgur.com/1TDBsN9.jpg
The sand - only a flat mesh. The torch hi lights the ridges in the sand as you move across it.
(http://i.imgur.com/Z11WjdS.jpg)
full size: http://i.imgur.com/Z11WjdS.jpg
Hmmm, no replies and Raj reminded me this is a UT2004 forum, although I thought Miasma has sections but I'm obviously wrong.
I won't give anymore KFZ updates.
:ohno:
QuoteI won't give anymore KFZ updates.
Oh, don't do that! Then I won't be inspired anymore. And as far as Raj, don't mind him. Just keep posting. Tell him I said so. You're posts are always a welcome news.
Quote from: Snipe34 on February 03, 2013, 03:36
Hmmm, no replies and Raj reminded me this is a UT2004 forum, although I thought Miasma has sections but I'm obviously wrong.
I won't give anymore KFZ updates.
Oh come on Snipe... That bump mapping effect is really nice! Makes the maps look so much more detailed.
that is a nice wall
Yes it's a lovely wall.
Have a coder last i heard... but he has an old machine and has taken part time work to get a new 1.
atm I'm learning interior mapping. I dl the attachment on the page and copy/paste the material but it also involves an MIC or Material Instant Constant which I have to learn about.
Interior mapping is an optical illusion similar to parallax skies of UT2004 and other games where you place a skybox and it gives the illusion of distance and sky. Joost van Dongen took parallax mapping a step further, which UDK have made available. The buildings below are just flat boxes but when you're in the map below you can look in the windows and see the walls and floors of each room. Interior walls and floors can be randomized so they don't all look the same. Also in the map, the windows are shiny with bump maps and look realistic.
I definitely need to learn this because it offers so many other options - even a view out of a window for example. And course, the obvious, saving the CPU. With some square meshes and 4 textures minimum you could have a whole city.
http://udn.epicgames.com/Three/DevelopmentKitGemsInteriorMapping.html
(http://udn.epicgames.com/Three/rsrc/Three/DevelopmentKitGemsInteriorMapping/IM_01_BeautyShot.jpg)
:trolldad:
Here are some pictures of Snipe34's KFZ-Bostwick map (WIP). He had several environment effects in the map background.
An RV by the beach head.
(http://media.moddb.com/images/groups/1/8/7533/kfzbostwick1.jpg)
And this is the same map with the sound trigger (of ocean waves).
(http://media.moddb.com/images/groups/1/8/7533/kfzbostwick2.jpg)
A different side of the beach head.
(http://media.moddb.com/images/groups/1/8/7533/kfzbostwick3.jpg)
Full view of UDK editor on KFZ-Bostwick map.
(http://media.moddb.com/images/groups/1/8/7533/kfzbostwick4.jpg)
UPDATE: 6:45AM -- IndieDB has several games available for UDK users. One of the WIP maps is Bad Day - http://www.indiedb.com/games/bad-day:
And... Desert Zombie: Last Stand - http://www.indiedb.com/games/desert-zombie-last-stand ---
ANOTHER UPDATE: 7:11AM -- Snipe34, we need a story line for your game. They have your game at IndieDB - http://www.indiedb.com/games/krieg-frieden-und-zombies-project. Most of the indie games there have some kind of intro to the game. I am going to make changes to the SUMMARY and say something about what led to the title of your game. So, I need your input.
Quote from: poompoom500 on February 09, 2013, 07:13
ANOTHER UPDATE: 7:11AM -- Snipe34, we need a story line for your game. They have your game at IndieDB - http://www.indiedb.com/games/krieg-frieden-und-zombies-project. Most of the indie games there have some kind of intro to the game. I am going to make changes to the SUMMARY and say something about what led to the title of your game. So, I need your input.
I have spoken briefly to you by PM about a story line. Also about the monsters which I'm just starting, besides fixing the maps, weapons, characters etc. ;D
(http://s3.amazonaws.com/rapgenius/1362083091_rip-poems10.gif)
Not quite nearly :D
(http://i.imgur.com/hKAEJ7r.jpg)
I realize this is a UT2004 site! UDK is like the UT2004 update, but UDK is not actually a game, only a dev tool.
I've been chugging along slowly but every week I do something, learning something so KFZ is progressing.
Pressing stuff is the menu, which now sort-of works. The guns all shoot, have muzzle flashes, eject shells but don't do stuff like pre-fire (eg turning the chamber of the revolver and pulling the hammer back). Similar to the RPG. Still has a rocket in the slot when it's ammo empty. The monsters look at me, and atm don't move... but they did before... But the playable characters, which are essentially the same as the monsters - do run around in the maps??! Yeah well... I'm learning.
Here's some pics:
(http://i.imgur.com/2GZ2u2a.jpg)
(http://i.imgur.com/SEuGCXJ.jpg)
(http://i.imgur.com/DhC1Z7Y.jpg)
(http://i.imgur.com/HRZccU6.jpg)
(http://i.imgur.com/IW3JDjK.jpg)
(http://i.imgur.com/i6g0TWj.jpg)
Work I did for a guy who's making 40k stuff. The distraction is helpful to take my mind off KFZ.
(http://i.imgur.com/cSQI0XV.jpg)
(http://i.imgur.com/EqpEI0S.jpg)
(http://i.imgur.com/Qzpiflo.jpg)
(http://images.sussexpublishers.netdna-cdn.com/article-inline-half/blogs/103195/2013/08/132229-131820.jpg)
(http://media.tumblr.com/tumblr_m7ym5yDLxf1qiyde3.gif)
(http://images.sodahead.com/polls/002814001/3657407786_crying_paula_abdul_xlarge.jpeg)
(http://media1.giphy.com/media/10dd4iomd5zLxK/200_s.gif)
(http://i.imgur.com/J3b9IZB.jpg)
its actually nice to hear from you guys again.......
muha
Weird thing... I gave up smoking and living, almost. I was smoking blackmarket tobacco laced with poison. This finally dawned on us after my tobacco pouch melted inside, and after I fell over, and later the paramedics left.
Near death experience... It was like my whole life was melting away and I was falling into darkness. "Feel the darkness," argh, I fellt it 0_0
So yeh, 2 cigarettes only per day - from the shop! Cigarettes help me relax. My lungs are a little damaged so I wheeze, but I'm recovering.
Nice to see you guys :)
Quote from: apexits actually nice to hear from you guys again.......
No kidding. Thought it was weird, I was gone for a month or so and came back, everyone disappeared. Snipe, Jyrki, Mahl, Sweety, JD, etc, etc...
Quote from: Snipe34_alreadyUsedWeird thing... I gave up smoking and living, almost. I was smoking blackmarket tobacco laced with poison. This finally dawned on us after my tobacco pouch melted inside, and after I fell over, and later the paramedics left.
Near death experience... It was like my whole life was melting away and I was falling into darkness. "Feel the darkness," argh, I fellt it 0_0
Scary story there. Nice to know you held out though.
Makes me think about the "underground" of where I live. It gets so bad sometimes. Senior kids at my high-school would literally lace cigarettes with hallucinogens and sell them to younger students just to laugh at them when they smoke it. Couple kids almost died and I was there to watch.
Quote from: Snipe34_alreadyUsed on December 12, 2014, 18:28
muha
Weird thing... I gave up smoking and living, almost. I was smoking blackmarket tobacco laced with poison. This finally dawned on us after my tobacco pouch melted inside, and after I fell over, and later the paramedics left.
Near death experience... It was like my whole life was melting away and I was falling into darkness. "Feel the darkness," argh, I fellt it 0_0
So yeh, 2 cigarettes only per day - from the shop! Cigarettes help me relax. My lungs are a little damaged so I wheeze, but I'm recovering.
Nice to see you guys :)
Glad to see you're alive and kicking. I thought you got burnout or something... Welcome back mate! :))
Poor Njord alone, sry! Hallucinogens probably I'd prefer. The poison messed with my head in many ways. Burnout - couldn't figure out what was up, breathing was worsening + other problems.
Hehe apex' avatar and Jyrki's is pretty cool :)
I was talking to Poom. His dad died, he had to move and he's working all hours as a baggage handler at a NY airport fyi...
KFZ... will it ever eventuate. Sometimes I wonder. Actually it's irritatingly close, only the code is slowing me - my ability to figure it out, I mean. If I could, then easily only a couple of months. Artwork, meshes, anims, maps, are np for me.
I have your RK95 running, Jyrki, shell casings falling and bouncing on the ground. It's a nice touch for all the weapons.
I'll do a vid when I get the HUD looking prettier. And get the monsters moving. (only 2 of them so far).
Quote from: Snipe34_alreadyUsed on December 13, 2014, 18:43
KFZ... will it ever eventuate. Sometimes I wonder. Actually it's irritatingly close, only the code is slowing me - my ability to figure it out, I mean. If I could, then easily only a couple of months. Artwork, meshes, anims, maps, are np for me.
I have your RK95 running, Jyrki, shell casings falling and bouncing on the ground. It's a nice touch for all the weapons.
I'll do a vid when I get the HUD looking prettier. And get the monsters moving. (only 2 of them so far).
Sounds nice! Hope you get the monsters to work soon.
Will the tank seat three people like you wanted before?
Also does anyone still have a kfmod server?
Yep, the tank I made sit 3. But coding is the problem. With 1 in the tank driving, the cannon turret (unmanned) stays in the same position as you drive and turn... works, but looks weird.
I am learning code and what was impossible 2 years ago I'm starting to make work. (anyone seen Edmc bro? a coder. A black guy and I think he thought I'm nazi because I listen to heavy metal so he went away. But I am not a racist, or political!! If anyone talks to him, please say a good word for me :) As before I need his advanced help with UT code).
KF server, I looked online and yes a German server, 32 ping 4me. Offices, I was wiped out in level 1.
O:-)
So... what's the latest, professor Fronkensteen (Snipe34)? Post some more pictures please.
creepy spiders, gj
Yeah i like them too but atm placeholders... I thinking maybe I should keep them. They'll go a lot better with legs flying off. Not sure atm, thanks for the critque :)
Nice ;)
:-[
To Snipe34,
Yeah. Nice video! Why can't I do that on my UDK?!?? (By the way, you died in the end... why??) :'(
Snipe34 took me out of my grave and here i am ! 8)
:-[
More maps from Anti... Wow!
Anyways, Snipe34, check out this specimen from Dead Space KF...
(http://i1014.photobucket.com/albums/af261/poompoom500/miasma_dead_space1_zpse5r3m5c6.jpg)
Ah we're all ghosts of the Internet XD
Yeah Poom in the vid I threw a grenade and then stepped on it... good ending XD
Anti hi! - why am I smiling, you make me smile argh!!
Jyrki, I thought the RK was ready but I hadn't lined up its aim from different screens: large/small but nearly!
EDIT: did I mention N3cro got the the female monster spawner working? Thank you!!!
Busy busy on civilians. Perfecting them before i move on to the monsters
Looking cool!
Finally, we can kill screaming pedestrians. xD
:'(
QuoteFinally, we can kill screaming pedestrians.
Actually, Snipe was feeling depressed. And he just wanted to let it all out by shooting up in the air, but the gravitational pull was just too great, and the trigger got stuck!
(http://i1014.photobucket.com/albums/af261/poompoom500/trigger_stuck_zps2vtasclw.jpg)
Thank you.
na Poom I meant to shoot them to see if their methods of dying were satisfactory muha.