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Old 11-21-2011, 07:06 AM
FluX FluX is offline
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Default [WIP] UT2004 Xan Kreigore Character Port

I thought i'd show something I have been working on for a little while.


This is only the model/textures ported so far as im having problems with the bone weights at the moment. Im hoping to find out how to add the glowing affects onto his eyes and part of his armour to make it look cool. What do you think?
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Old 11-21-2011, 07:20 AM
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looks nice!, I love that robot, the glowing bits were most likely emmesive maps or how, other effects were probably some sort of a specularity or reflective shader..
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Old 11-21-2011, 03:18 PM
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OMG YES!!!! I miss this character so much, i used to play as him in kf mod

EDIT: I guess you can see that
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Old 11-21-2011, 08:34 PM
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or place 2 bones in front of the eyes and set the head as the parent but in the UED and or scripts you tell it those bones have coronas, could probably even make it emit a low level bit of light
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Old 11-22-2011, 12:56 AM
KF-Argentina KF-Argentina is offline
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Looks great! It seems that we have some sort of similar Ideas cause i made something similar some weeks ago importing malcom as the trader and a Shark that swims along the map....

Last edited by KF-Argentina; 11-22-2011 at 02:44 AM.
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Old 11-22-2011, 10:07 AM
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Looks great! It seems that we have some sort of similar Ideas cause i made something similar some weeks ago importing malcom as the trader and a Shark that swims along the map....
Sweet! Yeah Malcom was going to be my first idea but I wanted Xan as he looks beast compared to all characters personally (apart from the Skaarj). I can't add bones as this will break the animations (using TWI's animations) so the characters would move and everything the same. Only real problem I have is making the bones weights perfect for each part of the body so when the animation is played, no messy parts would appear. Example of what I first had was that the neck was stretched when the character was holding a gun. Other animations had the whole back sort of twist...it's a real pain this character
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Old 03-04-2012, 08:55 PM
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Just a heads-up. Im back to working on this project.

Current progress: 45% roughly due to animation bugs.

I have it in-game already but the animations are...well let's say his arms aren't doing what they're ment to be doing, the pipes on his back are stretched...that sort of thing. Im working my way very slowly to get it perfect so keep an eye out
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Old 03-05-2012, 12:41 AM
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that's due to skin weighting, if it's running off KF character Anims you'd probably suffer that problem quite badly
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Old 03-05-2012, 04:28 AM
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that's due to skin weighting, if it's running off KF character Anims you'd probably suffer that problem quite badly
Trust me...this is REALLY bad! I spent a few hours just doing the torso and the left arm so far and still having problems near the palm where it is stretched from default place so im thinking i've missed a few weights for a specific body piece. It's going to take me awhile but im getting there, specially as this is my first so im quite proud of it
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Old 03-07-2012, 07:09 AM
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Is there anyway to easily do this as this is taking forever? Im still finding parts that aren't being touched too.

Pictures of back and front:
http://steamcommunity.com/profiles/7...92297189723065
http://steamcommunity.com/profiles/7...92297189722474

Also to make things easier, can I actually change the bone lengths or anything to fit the character better? I've had to try improvise a lot specially with the hands to get it to "fit".
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Old 03-07-2012, 07:24 AM
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have you tried the paint function with a really small radius brush?

to be honest, I pretty much suck at rigging but I did find quite a helpful little tutorial on youtube, which I will find later and post here for you.

LOL I just found it easier to pass it over to Hemi, that man is a god when it comes to rigging characters and organics. but don't tell him I told you

also, if you change the length of the bones, I am quite sure you will be in a whole world of hurt as the mesh properties when copied from the original characters, use a lot of sockets which will fail if the bones are changed.
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Old 03-07-2012, 11:12 PM
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you can also select bones, select verts and exclude them from the bones weight, that's probably you're best option
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Old 03-13-2012, 04:29 PM
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Probably will have to redo this completely as I accidently overwriten my save with a broken version There is just so much small and annoying parts to this model.
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Old 03-19-2012, 07:35 AM
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**** Update: Will be out for soon but I would like to test something on the textures first.

Screenshot: http://steamcommunity.com/profiles/7...41628985091733
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Old 03-21-2012, 09:40 AM
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Here's a teaser on the project:
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