screen textures on models

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Mychaeel

New Member
A new design variant by WillySurvive:

screenpad-skinned-6.jpg


screenpad-skinned-7.jpg
 

Luggage

wins.
Apr 25, 2001
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Just a thought...

If the Screenpad was a simple pickup added to a map... Then you could specify a parameter for what backdrop texture to use, right? Or make it the first of "MultiSkins" or something, so mappers can easily specify it.

EDIT:
I think the skin looks nice, but the grey parts need a bit more structure, texture IMO. You know what I mean?
 

ReGen-JacKaL

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Jan 5, 2002
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That is a very cool idea! One minor thing is that I think the screen-pad should be tilted slightly more downwards, i.e. at more of a 45 degree angle to the ground, rather than almost 90 degrees.
Other than that keep up the good work, I for one can't wait to see the finished product!
 

WillySurvive

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Sep 2, 2001
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Mych, which do you prefer, the lighter or darker skin?

Luggage, yeah, that blue-green trim stuff is probably going to have to go. Especially on the lighter skin.


[edit]
I'm going to have to fix those side and bottom grips as well...
[/edit]
 

Mychaeel

New Member
I'm personally more on the darker side as far as the ScreenPad is concerned, actually; the lighter version is, on the other hand, plainly better visible. Both look good---I suppose reducing the blue/green decorations to either blue or green on the lighter variant as you did on the darker version is indeed a good idea.
 

LordKhaine

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Dec 6, 1999
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Few things I'd like to add.

a) I'd prefer it as a seperate weapon. That skin wouldnt work with the current weapon skins anyway (since they are mostly held in two hands) People wouldnt need to keep it out, they could just whip it out for a second to get an idea of where people are.

b) Cant you make enemys red, and friends green on the map? (might be better to use team colour, so it will still work in three or four way DOM/TDM)

c) One problem I see is that a lot of people use either a central view or a hidden view for the weapon. So im guessing the guys with hidden weapons are in deep p00p right? :( Could you script it so the scanner will *always* show on the screen even when hidden weapon is selected? I know you cant un-hide certain weapons just by tweaking UT ini's and stuff, but im sure you could script it to go with the mute.


Looking good :)
 

Mychaeel

New Member
b) Cant you make enemys red, and friends green on the map? (might be better to use team colour, so it will still work in three or four way DOM/TDM)
It alreay works that way. It's a bit hard to see, but if you have a look at the second screenshot in this thread, you'll notice that the dot at the lower-right corner indeed is green.

c) One problem I see is that a lot of people use either a central view or a hidden view for the weapon. So im guessing the guys with hidden weapons are in deep p00p right? Could you script it so the scanner will *always* show on the screen even when hidden weapon is selected?
Good point. I suppose that should be possible.
 

Luggage

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I also think it should be a seperate weapon, not to show up seperately... But don't put it in the weapon slots: If you make a mutator of it, just have the player bind a key to it, like it's done i.e. with ChaosUT's grappling hook. If you press it once, the ScreenPad shows up - if pressed again, it switches back to the weapon you were carrying before. I think that'd be the most handy solution.
 

Zazicle

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Jan 7, 2000
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I think it would be better as a HUD thing, so it appears all the time like the AvP Motion Tracker. You'd have to decrease the range and make it so only moving dots show up.
 

Underscore

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Dec 5, 2001
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Screen Pad!

:eek2: Wow, that looks good.
Can you look at web pages using it too? Maybe incorporate a chat slide? ;) .

edit: How about player info? Server info? Ummm... /me needs more ideas :)
 
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