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| Idea for UT3 models http://www.runestorm.com/forums/viewtopic.php?f=6&t=66195 |
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| Author: | SHAD0Wdump [ Tue Sep 16, 2008 7:48 pm ] |
| Post subject: | Idea for UT3 models |
What if a set of character models where made that could react to a mutator? This mutator would make it so certain character customizations would have a in game effect,much like a loadout screen. Example,you could have thighpads and receive a small on spawn armor bonus,or instead you could have a enforcer attached to that leg and on spawn you would get twin enforcers. This could make for potentially fun gameplay. Furthermore if it would be possible to make a script that would take several weapons from the game and attach those models to the appropriate positions we could have a similar effect as the enforcers yet allowing the model to physically show the weapon being taken from the back.Leaving but a empty holster. It is likely someone has already thought of this,but still the potential is intriguing. EDIT:potential ideas... -Back: aforementioned weapon(most likely would have many options for each weapon possible,or ingame you can choose what shows up through a popup screen) back armor(for protection from back shots of course,or could just add to the armor rating) Big Keg Backpack(ey?Instant health bonus,or slow regen) jetpack(probably a long shot,or it can just work like jump boots but slightly more powerful and maybe more horizontal) Psychic focuser(allows user to cause everyone nearby to ragdoll,possibly through a new key or some other trick) -(need to look at all the custom body parts) |
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| Author: | Sargeant Smash [ Wed Sep 17, 2008 10:49 am ] |
| Post subject: | Idea for UT3 models |
What would be really neat is give some of the weapons in the game slings or something, like a sling on the snipers rifle, shock rifle, and one on the chaingun. Reminds me of how Halo3 did it with the guns accross the back. Also reminds me of Ballistic loadout where you pick your weapons first the the game starts. Definetly and interesting Idea. |
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| Author: | Tyster [ Wed Sep 17, 2008 3:24 pm ] |
| Post subject: | Idea for UT3 models |
So, you're suggesting we modify the current system, which can add helmets, shoulder pads, boots, and so on, so that these items can be placed on the character and removed dynamically during gameplay. As you mentioned, it would have to be scripted with each individual character model, since eah character already has decorative armor and then would need to add on the real armor so that there would be no noticable clipping. A lotta work that would work with only a few characters that woudl be designed with this in mind, but I like it. |
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| Author: | SHAD0Wdump [ Wed Sep 17, 2008 3:43 pm ] |
| Post subject: | Idea for UT3 models |
Well I'm not sure about the already existent armor,I was thinking entirely new models,but maybe the old ones could be effected to,the trick is the fact that the original armor is mostly decorative.It may be hard to find logical effects for the decorative armor. Also,it may be relatively simple to make this work,all you would need to do is possibly add a single line to a piece of armor that the mutator can detect in the armor for it to apply the proper effect. |
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| Author: | ShadowBlade [ Thu Sep 18, 2008 3:08 am ] |
| Post subject: | Idea for UT3 models |
we found out some stuff about the character system of UT3: in the character selection screen, you char is made up of pieces.. when you start a game, those pieces are merged into one. This can cause some problems, and of course you cannot then change your char during a match.. It also has nasty problems in MP.. it also limits you character to 2 and only 2 textures, which must have the parts in the correct UV regions.. kinda limiting sometimes
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| Author: | Tyster [ Thu Sep 18, 2008 5:09 am ] |
| Post subject: | Idea for UT3 models |
Could we add a second character mesh over the first? For example, The UT99 shielf belt effect was done by making a second character mesh over the first one that is a tiny bit bigger, with the energy field texture to override the default character mesh textures. Could we use that same concept to add armor bits on the outside of a character? |
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