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View Full Version : Redeemer => SuperSheep... help!


namu
8th Jun 2001, 11:24 AM
I want to turn the redeemer into the most beloved Worm's pet: the SuperSheep.
It's a sheep with a red cloak, flying as you guide it, which explode upon running into anything (secondary mode). Primary mode will launch it as a normal sheep running straight and jumping randomly till you press primary again (remote controlled) or until its timer reaches zero.

...but i don't know how to make new models (i have a simple 3D modeller that can export into many formats) and want to change in the .uc so that UT uses this model instead of the Redeemer's standard model... :(

TaoPaiPai
8th Jun 2001, 03:57 PM
You should make a new weapon instead of subclassing the redeemer because they seem to act very differently,and you'd have to code everything anyway.
Try milkshape for a modelling package.

namu
8th Jun 2001, 07:10 PM
i can't use Milkshape, i have a Mac.
Actually, the redeemer code is almost doing what i want the sheep to do. The problem is i don't know how to create new models.

DeeperShade
8th Jun 2001, 07:15 PM
What program do you have?

namu
9th Jun 2001, 12:21 PM
MeshWork.
It's a shareware that only does basic stuff, but it can export in 3DMF, 3DSMax, VRML, DXF and PovRay formats. And i master it :) i can make anything with it, always incredibly-low polycount for a great result (too bad i lost some of the work i had done in a HD change :( i could have shown you some pics)

DeeperShade
9th Jun 2001, 12:41 PM
The most important thing is that it can export to 3ds format.. UT convertors use this and only this fileformat

_Zd_3s_
9th Jun 2001, 02:25 PM
It would be cool for the primary mode if the sheep would follow pathnodes (with some random movements between them), instead of sheer random movement. Don't you think? :)

^DaRk^AgentOrange|PuF
9th Jun 2001, 05:31 PM
But random would be more fun :) Especially if it was launched and ran straight back into your own base nuking your whole team :D

Graeme
9th Jun 2001, 07:07 PM
lol, that would be hilarious :D

Luminuis
9th Jun 2001, 08:44 PM
It would also make the weapon more even, pure random has my vote..unless it randomly follows pathnondes..

DeeperShade
9th Jun 2001, 08:58 PM
It would probably have to follow the path nodes...

Heres some quick modelling tips.. I use 3dsmax so i dont know if these will help with MeshWorks..

1.) Find reference images of what you want to model. You can find them on www.3dcafe.com and also you can use Excite's photo search... try and get a side view and a front view.. if its at an angle it makes it much harder to model. The Smart gun in my sig was modeller from an angled reference image and it took a lot of work to get it right.. If it was a side on reference then I wouldve been so much easier..

2.) Make a simple plane and map the reference image onto it.. When making the plane, make it the same size as the reference image.

e.g

Reference image: Width ( 245 ) Height ( 320 )
Make the plane the same size

3.) Draw around the sheep using a spline tool.. these are markers, Its so that you can keep the shape and then delete the original plane...

4.) Slowly build up the model. Personally I use a polycount target of 750 poly's but some modellers prefer to aim lower and go for about 500 poly's.... I prefer the large size because you can get a lot more detail in and UT can handle models of that size... (although some say it cant but they havent researched their claim yet and if they did they would have to admit defeat ;) )

Hope those help :)

Tutorials can be found on Model Farm and PolyCount

http://www.planetunreal.com/modelfarm/
http://www.planetquake.com/polycount/

But i dont think any of them are aimed for MeshWork users (I know for a fact that Modelfarm isnt... :) )

TaoPaiPai
10th Jun 2001, 08:11 AM
I vote for random movements.

Graeme
10th Jun 2001, 11:10 AM
me too

^DaRk^AgentOrange|PuF
10th Jun 2001, 01:08 PM
I'm so flattered people consider my opinions :D

^DaRk^AgentOrange|PuF
10th Jun 2001, 01:10 PM
Oh yeah, if you could get it to go "baaaaah!" every few seconds it would be fantastic :D You could probably make some farmer skins aswell and design a whole mod based around sheeps getting vengeance on the farmers for all those years of sexual abuse ;)

namu
10th Jun 2001, 01:20 PM
ROFLMAO

There are some great ideas here :)
I hope i actually had some coding skills...

DS: 500 POLYS :eek: the most complicated model i ever did was a 200 Polys alien gun with a shoulder mount, based on Marathon 1 Alien weapon...
As for the modelling work, i can make it, no problems. Just that i don't know how to convert it and use it in UT.

DeeperShade
10th Jun 2001, 01:35 PM
Theres a convertion tutorial on both PolyCount (see Unreal Tournament Resources) and on ModelFarm.. modelfarm's is a bit outdated and has one or two errors so im gonna sort them out in a bit..

namu
11th Jun 2001, 08:24 AM
Thx for the help DS, although this is a bit complicated for me, especially the coding part... and i have to use my PC emulator to run the 3DS2UT thing :hmm:

namu
12th Jun 2001, 04:46 PM
I finished the 3D model... i'll make it's animation and will add the cloak soon ;)

231 Vertices and 464 triangles.

ZodiaK
12th Jun 2001, 06:50 PM
looking good...just add some wool factor and increase on the sheepiness. implementation of baa system also recommended.

:)

namu
13th Jun 2001, 03:53 AM
Sure.
I made it look better, BTW. I based it on Buscemi's avatar :D

Now it is a SUPER sheep, and it flies too :)

ZodiaK
13th Jun 2001, 04:01 AM
whoo-pee!

DeeperShade
13th Jun 2001, 04:11 AM
Me sees a problem :p

The clock appears to be a seperate object from the actual sheep (thats not the problem) but at one point it actually intersects with the sheep's mesh.. you'll get that horrible shimmery effect when you load it into UT..

namu
13th Jun 2001, 06:05 AM
It's not intersecting at all. They are the same mesh ;) The real problem is that maybe the cloak's back will be transparent, since it can be seen from "behind" (i am mentioning back-face culling).

BTW there's no texture yet, i just used the simple color feature in Meshwork.
The Sheep will get big Manga-like eyes :) and the wool will look more like wool.

Now how do i make animations? Do i make several meshes of different steps (sheep3D_001, sheep3D_002, ... etc...) ? What function do i need to animate it through the different steps ?

And i could use a "Baah!" sound... anybody got one? Or where could i find it?

fallonme
13th Jun 2001, 06:46 AM
Did a quick search to be helpful and this is what i came up with.
http://www.elfbite.com/sheep/sheepsounds.html
They have quite a selection too.

namu
13th Jun 2001, 06:51 AM
Thanks a lot :)

The super sheep is now Baah-ing randomly :D

fallonme
13th Jun 2001, 06:53 AM
Your Welcome:D

DeeperShade
13th Jun 2001, 07:28 AM
Originally posted by namu
It's not intersecting at all. They are the same mesh ;) The real problem is that maybe the cloak's back will be transparent, since it can be seen from "behind" (i am mentioning back-face culling).

BTW there's no texture yet, i just used the simple color feature in Meshwork.
The Sheep will get big Manga-like eyes :) and the wool will look more like wool.

Now how do i make animations? Do i make several meshes of different steps (sheep3D_001, sheep3D_002, ... etc...) ? What function do i need to animate it through the different steps ?

And i could use a "Baah!" sound... anybody got one? Or where could i find it?

Certainly looks like its intersecting to me...

namu
13th Jun 2001, 07:59 AM
This is a bug in the rendering (ARG @ 16bit only Z-Buffers). They are NOT intersecting. ;)

DeeperShade
13th Jun 2001, 08:07 AM
Arg.. im too used to 3dsmax's render :p

FireSlash
13th Jun 2001, 11:42 AM
cant wait to see this one finished namu :)

namu
13th Jun 2001, 06:36 PM
Now i got some major issue: i cannot convert my 3DS files to unreal models... 3DS2UNR simply won't do anything... :(
Also i cannot do the texturing... well i can make the texture (should be posted here soon) but cannot apply it correctly on the model... again i lack the tools, and i can't wait for this summer (i'll be home and can use my brother's PC to use UEd)

At least there's no problem with the coding :)

FireSlash
13th Jun 2001, 09:35 PM
send me a copy, i will try to port it into MS3D and port it out to UT. mail it to fireslash@planetunreal.com ill see if i can get it fixed for ya :)

TaoPaiPai
14th Jun 2001, 07:31 AM
If you post your 3ds file here one of the good samaritans on this forum will surely use their PC to make the conversion for you (unfortunately I don't have 3ds2unr on my comp and I don't have 3ds either)
Any volunteer?

namu
14th Jun 2001, 08:59 AM
Here it is...

I need to have it converted into unreal format, yet i don't know how to make the texture for it (can i texture the cloak seperately ? or better yet can i just assign a color to the cloak so i don't need an extra texture ?)

namu
14th Jun 2001, 10:06 AM
There go the textures...
Don't make fun of me about theese, i made them in ten minutes, and that's my first skinning work ever... ;)

DeeperShade
14th Jun 2001, 11:10 AM
Right, ive downloaded them. Im going to be testing out my pulse rifle animations tonight so Ill convert it when i do the pulserifle..

Oh, and dont worry about textures. They can be redone even when the model is converted..

Hell, even my current pulserifle texture is pretty crap atm, but its not designed to be 'great', I just wanted something to show ingame :p

http://www.planetunreal.com/modelfarm/project/texturedpulse.jpg

FireSlash
14th Jun 2001, 11:25 AM
erm, what did u save these in? MAX keeps giving me a "improper file format" error and MS3D just sits and does nothing.could you possibly save it in a more universal format (like .lwo) or tell me what format its saved in?

DeeperShade
14th Jun 2001, 11:28 AM
Originally posted by FireSlash
erm, what did u save these in? MAX keeps giving me a "improper file format" error and MS3D just sits and does nothing.could you possibly save it in a more universal format (like .lwo) or tell me what format its saved in?

.lwo isnt more universal than .3ds. Infact its about 10 times less universal (.dxf is used more than .lwo for one)

Ill test them now. See if I can open them. If I can then its your version of max is wrong..

DeeperShade
14th Jun 2001, 11:33 AM
Nope.. they dont load on mine either...

Try exporting to .dxf, its a lot older than .3ds so there shouldnt be any problems with that (i could explain the logic behind that one but im dying for a coffee :p)

namu
14th Jun 2001, 12:04 PM
Allright, i converted it to DXF.

FireSlash
14th Jun 2001, 02:54 PM
sorry, i couldent get MS3D to apply the textures on it. hopefully DS has a bit more luck.

^DaRk^AgentOrange|PuF
14th Jun 2001, 04:19 PM
*Overwhelmed by knowledge before him*

:eek:

Now my pretties, we shall rule the world!!!

DeeperShade
19th Jun 2001, 02:55 PM
http://www.planetunreal.com/modelfarm/deepershade/namusheep.jpg

Ive set it to a decoration for testing. Easy enough to change it to a projectile.

namu
19th Jun 2001, 03:23 PM
Thanks a load, DS! :)

Expect the mutator to be out as soon as i get rid of pesky compile errors ;)

<*)_><
19th Jun 2001, 03:58 PM
My compliments

it looks really cool :)

FireSlash
19th Jun 2001, 04:42 PM
aight :) good luck, i cant wait to blow a few of my friends up with a sheep :D

LP
19th Jun 2001, 04:44 PM
OMG , that looks sweeeeet.
Once again DS has excelled himself, althought the Pulse ruifle looked better rendered, then in-game :D

BTW anyone know a cool proggie i can learn modelling with , apart from MS3d, and Blender, cos they are stupid , for many reasons...

Edit: Downloading Rhino 3D , renders and tuts ive seens look impressive

DeeperShade
19th Jun 2001, 07:23 PM
Originally posted by limpbizkit
OMG , that looks sweeeeet.
Once again DS has excelled himself, althought the Pulse ruifle looked better rendered, then in-game :D

BTW anyone know a cool proggie i can learn modelling with , apart from MS3d, and Blender, cos they are stupid , for many reasons...

Edit: Downloading Rhino 3D , renders and tuts ive seens look impressive

Rhino wont work for UT.
Rhino is a NURBS modelling system

FireSlash
19th Jun 2001, 07:37 PM
milkshape is the ideal game modeling program. it also nicly has FULL support for the UT engine. i use it, it may not be as great as MAX but it works, and with a bit of time, you can pull out great lookimg models.

LP
20th Jun 2001, 02:43 AM
okay, NURBS stands for non-uniform rational B-spline. It is a mathematical way of defining curves, surfaces, and solids. Rhino works primarily with NURBS objects, but it does have a few commands for working with triangular meshes, i think its something i seen somewhere,
y does this make "un-compatible" with UT??

FireSlash
20th Jun 2001, 08:48 AM
allow me to demonstrate
exibit A.

FireSlash
20th Jun 2001, 08:50 AM
Exibit B

FireSlash
20th Jun 2001, 08:52 AM
now do you understand?
notice the way rhino builds the models, there done very differntly, while rhino makes 4 smaller boxes, MS3D uses triagles. the second methond is the one used by UT.

LP
20th Jun 2001, 09:26 AM
hmm... thats realy annoying , cos i can actually work Rhino , cos its like UED, but i hate using MS, and i cant get the Grid snap to work..
Oh well thx, for telling me y

namu
20th Jun 2001, 12:01 PM
Errr DS?
The sheep is facing the wrong way :D :o
Could you flip it ?

FireSlash
20th Jun 2001, 01:19 PM
LOL
:stupid:

namu
20th Jun 2001, 01:32 PM
:stupid:
:hmm: that's the first model i make for UT... didn't know that "forward" was -X, and "backward" +X... Plus i cannot convert the models to unreal format :(

I'm also having trouble with the primary fire coding, can't figure out how to make a projectile "walk" on the floor instead of flying... Guess i'll have to export the U4E mod.

[KMA]LazyMapper
20th Jun 2001, 03:32 PM
You started off helpless and confused.
But then everyone workde together, and gave you links, coverted the files, skinned the model...
:D supersheep conversions - for the good of the country...

DeeperShade
20th Jun 2001, 04:23 PM
Originally posted by namu
Errr DS?
The sheep is facing the wrong way :D :o
Could you flip it ?

Erm... no, but you can.. you can do it in the code..

I added it as a projectile the other night.. it works quite well

Heres my source.. make sure the filenames are the same as the classnames

-------------------------------------------------

//=============================================================================
// WarHeadLauncher
//=============================================================================
class SheepLauncher extends WarHeadLauncher;

defaultproperties
{
WeaponDescription="Classification: Thermonuclear Sheep\n\nPrimary Fire: Launches a huge yet slow moving sheep that, upon striking a solid surface, will explode and send out a gigantic shock wave, instantly pulverizing anyone or anything within its colossal radius, including yourself.\n\nSecondary Fire: Take control of the sheep and fly it anywhere. You can press the primary fire button to explode the sheep early.\n\nTechniques: Remember that while this sheep is being piloted you are a sitting duck. If an opponent manages to hit your incoming sheep while it's in the air, the sheep will explode harmlessly."
InstFlash=-0.400000
InstFog=(X=950.000000,Y=650.000000,Z=290.000000)
AmmoName=Class'Botpack.WarHeadAmmo'
ReloadCount=1
PickupAmmoCount=1
bWarnTarget=True
bAltWarnTarget=True
bSplashDamage=True
bSpecialIcon=True
FiringSpeed=1.000000
FireOffset=(X=18.000000,Z=-10.000000)
ProjectileClass=Class'Namu.SheepShell'
AltProjectileClass=Class'Botpack.GuidedWarshell'
shakemag=350.000000
shaketime=0.200000
shakevert=7.500000
AIRating=1.000000
RefireRate=0.250000
AltRefireRate=0.250000
FireSound=Sound'Botpack.Redeemer.WarheadShot'
SelectSound=Sound'Botpack.Redeemer.WarheadPickup'
DeathMessage="%o was sheeped by %k!! Omg, the quarterback is toast"
NameColor=(G=128,B=128)
AutoSwitchPriority=10
InventoryGroup=10
PickupMessage="You got the Sheepeemer."
ItemName="Sheepeemer"
RespawnTime=60.000000
PlayerViewOffset=(X=1.800000,Y=1.000000,Z=-1.890000)
PlayerViewMesh=LodMesh'Botpack.WarHead'
BobDamping=0.975000
PickupViewMesh=LodMesh'Botpack.WHPick'
ThirdPersonMesh=LodMesh'Botpack.WHHand'
StatusIcon=Texture'Botpack.Icons.UseWarH'
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Icon=Texture'Botpack.Icons.UseWarH'
Mesh=LodMesh'Botpack.WHPick'
bNoSmooth=False
CollisionRadius=45.000000
CollisionHeight=23.000000
}

--------------------------------

//=============================================================================
// WarShell.
//=============================================================================
class SheepShell extends Projectile;

#exec MESH IMPORT MESH=sheep ANIVFILE=MODELS\sheep_a.3D DATAFILE=MODELS\sheep_d.3D X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=sheep STRENGTH=0.5
#exec MESH ORIGIN MESH=sheep X=0 Y=0 Z=0 YAW=128
#exec MESH SEQUENCE MESH=sheep SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=sheep SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec TEXTURE IMPORT NAME=jsheep3 FILE=MODELS\texture.pcx GROUP=Skins LODSET=2
#exec MESHMAP SCALE MESHMAP=sheep X=0.15 Y=0.15 Z=0.3
#exec MESHMAP SETTEXTURE MESHMAP=sheep NUM=0 TEXTURE=jsheep3 TLOD=30

var float CannonTimer, SmokeRate;
var redeemertrail trail;

simulated function Timer()
{
local ut_SpriteSmokePuff b;

if ( Trail == None )
Trail = Spawn(class'RedeemerTrail',self);

CannonTimer += SmokeRate;
if ( CannonTimer > 0.6 )
{
WarnCannons();
CannonTimer -= 0.6;
}

if ( Region.Zone.bWaterZone || (Level.NetMode == NM_DedicatedServer) )
{
SetTimer(SmokeRate, false);
Return;
}

if ( Level.bHighDetailMode )
{
if ( Level.bDropDetail )
Spawn(class'LightSmokeTrail');
else
Spawn(class'UTSmokeTrail');
SmokeRate = 152/Speed;
}
else
{
SmokeRate = 0.15;
b = Spawn(class'ut_SpriteSmokePuff');
b.RemoteRole = ROLE_None;
}
SetTimer(SmokeRate, false);
}

simulated function Destroyed()
{
if ( Trail != None )
Trail.Destroy();
Super.Destroyed();
}

simulated function PostBeginPlay()
{
SmokeRate = 0.3;
SetTimer(0.3,false);
}

function WarnCannons()
{
local Pawn P;

for ( P=Level.Pawnlist; P!=None; P=P.NextPawn )
if ( P.IsA('TeamCannon') && !P.IsInState('TrackWarhead') && P.LineOfSightTo(self) )
{
P.target = self;
P.GotoState('TrackWarhead');
}
}

singular function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation,
vector momentum, name damageType )
{
if ( NDamage > 5 )
{
PlaySound(Sound'Expl03',,6.0);
spawn(class'WarExplosion',,,Location);
HurtRadius(Damage,350.0, MyDamageType, MomentumTransfer, HitLocation );
RemoteRole = ROLE_SimulatedProxy;
Destroy();
}
}

auto state Flying
{

simulated function ZoneChange( Zoneinfo NewZone )
{
local waterring w;

if ( NewZone.bWaterZone != Region.Zone.bWaterZone )
{
w = Spawn(class'WaterRing',,,,rot(16384,0,0));
w.DrawScale = 0.2;
w.RemoteRole = ROLE_None;
}
}

function ProcessTouch (Actor Other, Vector HitLocation)
{
if ( Other != instigator )
Explode(HitLocation,Normal(HitLocation-Other.Location));
}

function Explode(vector HitLocation, vector HitNormal)
{
if ( Role < ROLE_Authority )
return;

HurtRadius(Damage,300.0, MyDamageType, MomentumTransfer, HitLocation );
spawn(class'ShockWave',,,HitLocation+ HitNormal*16);
RemoteRole = ROLE_SimulatedProxy;
Destroy();
}

function BeginState()
{
local vector InitialDir;

initialDir = vector(Rotation);
if ( Role == ROLE_Authority )
Velocity = speed*initialDir;
Acceleration = initialDir*50;
}
}

defaultproperties
{
speed=600.000000
Damage=1000.000000
MomentumTransfer=100000
MyDamageType=RedeemerDeath
ExplosionDecal=Class'Botpack.NuclearMark'
bNetTemporary=False
RemoteRole=ROLE_SimulatedProxy
AmbientSound=Sound'Botpack.Redeemer.WarFly'
Mesh=LodMesh'Namu.sheep'
AmbientGlow=78
bUnlit=True
SoundRadius=100
SoundVolume=255
CollisionRadius=15.000000
CollisionHeight=8.000000
bProjTarget=True
}

[KMA]LazyMapper
20th Jun 2001, 04:49 PM
LOL sheepemer...

namu
20th Jun 2001, 06:32 PM
Thanks again, DS :)
You're starting to invade the Readme a tad ;) in the Credits section :)

terak
27th Jun 2001, 06:28 PM
I was reading your idea, and I would love to use it. I can imagine mid-air sheep to sheep collisions happening, though.

What about the homing pigeon, though? I have two ideas fro implementation. First, is using path nodes like the sheep will. The other is to use the rocket launcher's seek code to home in, but with sharper turns.

Just some thoughts, good luck with the sheep.

ZodiaK
28th Jun 2001, 04:58 AM
ok boys and girls, two words to describe the next mutator:

sheep. strike.

terak
2nd Jul 2001, 10:22 PM
Fun idea, but where would they originate from? Besides, I think the Holy HandGrenade might worry people more, especially when they hear the 'hallelujah!'

Buscemi
3rd Jul 2001, 09:36 AM
Ah good ol Worms..............surprised there has never been made a whole mod based on the game.............

PS (Late reaction but anywayz)Namu: I'm honoured but i think the sheep is based upon Dedmeat's avatar, not mine................(and i believe he's got it from the game "Sheep":p)
My old avatars
http://hollywoodandvine.com/radiohead/pop/gram/AIM_googly1.gif http://hollywoodandvine.com/radiohead/pop/gram/AIM_googly2.gif
Dedmeat's one:

http://forums.planetunreal.com/avatar.php?userid=7469&dateline=992091011

Phraque
3rd Jul 2001, 01:35 PM
LOL sounds cool:D

why not make a banana bomb?

or an airstrike
just 5 warheads in a row:)


and make a granny
with the mumbling sound, would be lol:D

terak
3rd Jul 2001, 03:06 PM
Yeah, but I think some of us might object to gangs of old ladies blowing up healthy, murderous, futuristic gladiators.

I just had an idea! How about the baseball bat? Keep the effect from worms, able to launch victims! In a low grav match you could actually hit a homerun with a bot!

DoubleXross
3rd Jul 2001, 03:20 PM
also, if your going to code it, you should make it so you can run into powerups and weapons and get them with the "Redem'a'sheep". It woudl be fun to have a level where there is a powerfull powerup, and you can only get it by flying the sheep through a tough maze or something to get it? Just an idea. hehe.

Buscemi
3rd Jul 2001, 03:35 PM
Hehe, it looks like lots of people are interessed in such a mod.......
/me wishes me had l33t coding, modelling etc. skills...........

namu
16th Dec 2001, 05:09 PM
/me is suddendly stirken by an irrepressible urge to bump this old thread...

for ABSOLUTELY *cough* no reasons *cough* at all ! ;)



















OK there's one reason ;)

fallonme
16th Dec 2001, 05:14 PM
Interesting...

ZodiaK
17th Dec 2001, 03:06 AM
well sheep need h...bumping at times, you know...

:D :D :D :D :D :D