New decoration actors for UT.

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

JohnnySix

Caffienated Haemoglobin
Apr 6, 2002
406
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planetunreal.com
Been playing in MilkShape, pretty fun program once you get to grips with the basics.

The tv screen thing is going to be triggerable, so you can trigger the displayed texture/sound.

skincitypromo.jpg
 

JohnnySix

Caffienated Haemoglobin
Apr 6, 2002
406
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16
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planetunreal.com
Cheers SaD :)!

I've been playing with Captain Slugs technique of reversing poly faces and expanding a duplicate mesh to get some rudimentary looking cell shading. (The borders are red though. Gotta tweak up the colours. )

Now I've just gotta find a use for half this stuff.

pawthingdemo.jpg
 

Souless

What does this button do???......
Oct 9, 2003
16
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FL,US
where can i get my hands ony our decors

pretty sweet looking work where could i get a hold of some of your work
 

JohnnySix

Caffienated Haemoglobin
Apr 6, 2002
406
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planetunreal.com
Hehe, Probably. I've run up against a few brick walls of late with texture corruptions and all manner of dodgy behavior.

The three packages I've put together so far all conflict when imported into MyLevel.

In unrelated pimpage, and very early so far on the skin front (still working out the mapping) :
 

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JohnnySix

Caffienated Haemoglobin
Apr 6, 2002
406
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16
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planetunreal.com
Yo Psychic :D!

I'm busy playing with AMS at the moment, making a UT version of the robots from the old Commodore 64 game "Impossible Mission" :)

A quick question, did anyone ever update UnrealFX to handle PSK? I'm not yet advanced enough to be creating my own animations, but without exporting in the standard .3d format, there doesn't appear to be a way to set FX on individual polys.

Any ideas. :)?
 

Psychic_313

non-deterministic
pskhack, a marginal hack for PSK flags

SabbathCat said:
A quick question, did anyone ever update UnrealFX to handle PSK?

Not as far as I know. I never managed to find the author's website, and it didn't come with source code.

I'm not yet advanced enough to be creating my own animations, but without exporting in the standard .3d format, there doesn't appear to be a way to set FX on individual polys.

The PSK format is only "documented" by the UT v432 C++ headers Epic released, as far as I can see.

A while ago I used them as reference to write a C program to hack the flags (I think I posted it on the late, lamented Gamerforums a couple of times); it's very crude, and has no user interface whatsoever, but it nearly does the job ;) The zipfile is attached.

Instructions for use:

* Decide which flags apply to which materials. The flags must apply to a whole material, at the moment (so you could have Skin00 translucent, Skin01 two-sided, Skin02 masked and Skin03 normal, if you wanted).

* Obtain a C compiler. It used to work with MinGW; try http://mingw.sourceforge.net/download.shtml (I think MSYS-1.0.9.exe is the right one, but I'm typing this on a non-Windows box, so I can't verify that).

* Put the exported PSK and the pskhack files somewhere on the same drive you installed MinGW on (MinGW is a Windows port of Unix tools which assume you only have one filesystem root, but Windows has one filesystem root per drive).

* Obtain a usable text-editor. If all else fails, you have Notepad.

* Edit pskhack.c (look for the big comment that says "HACK ME", my editor says it's line 233) to do whatever particular bit of tweaking you're after. For instance, the version in the zipfile sets Skin02 to be masked and Skin01 to be two-sided. The POLY_whatever constants are listed at the top of pskhack.h, and if you're lucky, they might even be correct.

* Open a command prompt (or a DOS prompt, if still using Win9x like me) and cd to the directory with pskhack and the PSK in.

* Compile the executable with: gcc pskhack.c -o pskhack.exe (you may need to add the MinGW "bin" directory to your PATH, or invoke gcc as \mingw\bin\gcc instead of just gcc, or something like that).

* Run the executable: pskhack.exe myfile.psk

* If all goes well, your modified PSK file is in hacked_myfile.psk. Compile into UT and test as usual.
 

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JohnnySix

Caffienated Haemoglobin
Apr 6, 2002
406
0
16
England
planetunreal.com
Thanks Psychic, I've got everything installed.

I'll start experimenting with PSK hacking once I get my first player model wrapped up.

There's a lot to get reading there, which I'll digest slowly but surely, I've never used a C compiler before. I've got plenty of documentation on MYS though, so it shouldn’t be too difficult with a bit of perseverance.