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AWS - my new mod for Unreal

 
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ShadowHunter
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PostPosted: Sat Feb 09, 2008 1:36 pm    Post subject: AWS - my new mod for Unreal Reply with quote

Whell, I'm hardly working now on my new project - Advanced Weapon Systems (AWS).
Main features of AWS shall be new sounds, textures, meshes of weapons, projectiles and effects.

But I very need good program to create new meshes.Can somebody advice me,
what program is better to create new meshes of effects, weapons, projectiles etc.
Also, I have nothing against co-authors, because i need fresh ideas and help of meshmakers, texturemakers and coders.
So, everybody interested, post here their propositions or advices.

NOTE
For now, BETA-version will be released during few weeks with default Unreal meshes but with new sounds and, maybe, textures.

With best regards - ShadowHunter[/u]
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Sat Feb 09, 2008 1:47 pm    Post subject: Reply with quote

me not know much bout meshes, but you prolly should ask Mental-HunteR, since he used to work with programs to make or import meshes.
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Sat Feb 09, 2008 3:42 pm    Post subject: Reply with quote

Bleeder91 wrote:
me not know much bout meshes, but you prolly should ask Mental-HunteR, since he used to work with programs to make or import meshes.


Thanks bleeder MAKING new meshes is really hard, i still didn't figured out how to do so, its so difficult. I used to Im/Export meshes from other games who supported LODMeshes like Ut and some other games. Use UTPT for that, UTPT makes a _.3d and a d_.3d + a .uc file. Sometimes UTPT fucks up model's rotation like the UT99 Boss mesh. To avoid those mistakes, you should open the .U package and copy the bot or playerpawns rotation. To make new effects, you can use any image editor, like PhotoShop or PaintShop or LightWave 3d. LightWave 3d is mostly meant for meshing but you can also use it to change the Saturation and Hue of textures
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ShadowHunter
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PostPosted: Mon Feb 11, 2008 12:01 pm    Post subject: Reply with quote

Tnx Mental, that you always giving me advices and answering on my sometimes stupid questions .

I doing that thing about copyng rotation and export strings.
But what must i do, if there's no anything.And sometimes it sucks out if anything was copied from main package.Normal mesh turns into pile of mesh parts.How to correct that?
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Mon Feb 11, 2008 3:03 pm    Post subject: Reply with quote

I don't really get your question hehe
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ShadowHunter
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PostPosted: Tue Feb 12, 2008 12:17 pm    Post subject: Reply with quote

Uhm...

Firstly I mean that if there's no script for the mesh(for example Muzzle Flash meshes from UT), what I must to do

Secondly explain me somebody please, how to add to the message screenshots, made using PrintScreen button.On screenshots it is easy to explain my problem...
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Tue Feb 12, 2008 4:45 pm    Post subject: Reply with quote

Right button -> Decompile scripts. THAT'S the text you need to copy.
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ShadowHunter
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PostPosted: Thu Feb 14, 2008 9:31 am    Post subject: Reply with quote

Got it...
But what if there's no class for the mesh?I searched a bit but i didn't found muzzleflash classes in BotPack.
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Thu Feb 14, 2008 4:47 pm    Post subject: Reply with quote

No, that's because muzzleflash is no class Everything has his own name, also functions. And you don't need any muzzleflashes to export a mesh if that is what you mean. You just select the mesh and export it (As long as its LOD not Skeletal). If it's skeletal you can't export it because you can only export as a_.3d and d_.3d. Skeletal meshes are made of PKS's and PSA's.
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ShadowHunter
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PostPosted: Thu Feb 14, 2008 4:48 pm    Post subject: Reply with quote

Maybe thats why i have problems with some meshes...

I think i need throw away idea about weps with muzzleflashes....
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Thu Feb 14, 2008 7:48 pm    Post subject: Reply with quote

I never worked detailed with Muzzleflashes, you can ask Leo. he told me he made muzzleflashes for his gott mod.
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ShadowHunter
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PostPosted: Fri Feb 15, 2008 9:49 am    Post subject: Reply with quote

OK.
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