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Messages - frazscotland

#16
Thanks darklord for encouragement i will do so .  ;D
Well im trying to appeal to the full gamut of players from those just starting to the more experienced but ultimately the weps choices in maps will be to the mappers..
Gonna try finish this for xmas time.  :)
#17
Well ive been slowly slugging away at this mod testing stuff then deleting it cos it didnt work etc or remaking things altering meshes etc..
Ive made mod nades for this mod which would only work in the mod gamemodes so as a workaround to this i made Grenade launchers for the 3 exisitng default nades and also for the new mod nades so they can be utilised in normal gamemmodes even. Only 2 types will be restricted to mod game modes the democharge hi explosive and the landmines,
GL N NADES VID
http://beta.xfire.com/video/5ca738
#18
Update the package u created ? ? u mean ?
wel sometimes with rc you have to watch what previous modding you have done as it could have saved to a different folder.
A basic omission we can all make is that your package is saved as normal in the PROPERTIES folder but  is named as such whatever you named your package as but remember to chek that it ends as such
e.g RC1266.u
8) it could be there but doesnt end as .u so it wont show up until you change this
#19
Ok wel ill try help anyone i can.
You can make new parallel .u properties packages ,
when u boot up unreal and goto the actor classes browser
untik placeableclassesonly box.    Controller   AIController  scripted controller   CTBot
there listed are the bot controllers for all the AI    You can either make a subclass of  an existing or make a new one altogether.
Say for instance you want to make new trando bots that are more agressive 
Left clik to select trando merc bot   right clik NEW in Package name     RC1266    in NAME cell you can call it your new  trandobot name ie TB1266     then  OK then   Exit  and update the pakage. 
Every time u make a new addition remembering to have the pakage name as whatever you picked ie RC1266 as i said above.
In Hidden in the botclass you have HOSTILE STIMULUS RESPONSES you can alter
IN CTBOt you have REQUIREDSTATES you can alter

Ok so now u can make a new PAWN class
goto PAWN   CTPAWN  TRANDO    TRANDOMERC      LEFTCLIK select right clik NEW
PAKAGE    RC1266   then   whatever your new merc name is    ie TM1266
in HIDDEN in your new pawn class scroll down and change the CONTROLLERCLASS
to reference to your new botcontroller
In PAWN you can change MESHSETS  from    MeshAnimation'Clone.CloneCommandoSPSet'    to  MeshAnimation'Clone.MPSet'
You can also change the weaps and skins even   and ACCURACY

Ok to make new gamemode Scroll down to   INFO GAMEINFO   CTGAMEINFO   MPGAME   
There you can make  a subclass of any existing game mode
Say for instance you just want to make a new type of dm where the player health and shields are higher
You make a subclass of DM     1266  pakage   NEWDMGame
In HIDDEN at Bottom is VALIDPAWNCLASSES    thats where you have your new playerstarts entered !!!!!
Next goto   PAWN MPPAWN   Drop down for clone and trando
Left clik on  MPClone  make a new  player start    ie RC1266  pakage name   MPClone1266
do same for  MPTrando                                                          MPTrando1266
so u have 2 new player starts  in them you can edit health,shields, weapons   ,skins etc
go back to   
INFO GAMEINFO   CTGAMEINFO   MPGAME   1266  pakage   NEWDMGame     In HIDDEN at Bottom is VALIDPAWNCLASSES   
ie     RC1266 .MPClone1266
        RC1266 .MPTrando1266

Exit and update package  then goto your system folder look for the xgamelist
copy existing gameline and edit then paste bak as new entry
GameType=(GameName="rc1266 DM",ClassName="rc1266.NEWDMGame",MapPrefix="DM",Acronym="DM",MapListType="MPGame.MapListDeathMatch",
Screenshot="MapThumbnails.ShotDeathmatch",DecoTextName="XGames.Deathmatch",DefaultGoalScore=30,MinGoalS
core=10,DefaultTimeLimit=60,DefaultMaxLives=0,DefaultRemainingRounds=0,bTeamGame=0)


Hey Presto .. 8) ;D  Hope that helps
#20
wel for co-op crater is this what u did also for co-op game mode ?  a modded td ? well i guess u could also do a ai ctf /ass also if the bot controller is good enough !! as i said before when u make your own new gamemodes you can also make NEW player starts a subclass of the existing  mp commando and  trando and in the info game info and your new game mode in HIDDEN it has the VALIDPAWNCLASSES  ie in there u can have your new player classes
thanks man.
JB mappak has first really good ai ive seen yet. cos in the pawn class its animation set is linked to mp set
#21
Recently i got nu pc with windows 7  and also i experience this fatal problem even running in compatibility xp sp 3.
UNTIKING the textures  from filter seems to stabilise it from crashing but   stil How do you view the base textures  ??
Has anyone tried  to see if its runs properly on dual boot os with xp sp3  ??? :'(
#22
Hey rc not seen u for ages .Yes ive helped a mapper jb work this kind of thing out a bit for 1 maP  within his mappack.
It had clonetroopers spawning on rep side to assist and extra trandos spawning but it could as well have been slavers or trando heavies.
I worked out u can create your own new modded .u pakage which doesnt affect normal properties
u can make new pawn ai entries and in them they can have new weapons and even skins etc.
The pawns are controlled by the bot controllers so i suggest making new bot controller classes also in hidden in the bot controller classes u have drop downs for benign stimulus responses and also for HOSTILE stimulus responses. SR_Runtoward etc
another tip is in the new pawn classes u can link their animation sets to the MPSet which will make the ai more aggressive also.
Create a new  Gameclass also  a SUBCLASS of TD.  In that you can lock players into the clone side and the ai will technically be in the trando side.
u will have to create a new gameline which reflects the reference for the new .u and the gameclass .

Hope this helps a bit 8)
Im been working on this new wep expansion mod pakage for rc for a good while not got so much left to do. hers some links to show 75% of what ive done so far..
http://beta.xfire.com/video/57c9a7
http://beta.xfire.com/video/57af66
http://beta.xfire.com/videos/572ffb
http://beta.xfire.com/video/54781a
Maybe this also could help you i helped a small bit with this
http://www.lucasforums.com/showthread.php?t=209169
http://www.xfire.com/profile/maskerey/
#23
Maps in Progress / Re: a map im working on
September 30, 2012, 10:09:15 AM
Well there arent many mappers of the calibre of u darklord and icepwn left unfortunately.  :'(
No staying power thesedays. NG Peace is quite good also and RC Ironside.
#24
General / Re: How to create a stormtrooper skin in RC?
September 27, 2012, 03:56:49 PM
You have a browser for Static Meshes , Properties , Textures , Animations
The normal Clonetrooper Helmet and commando Helmet are in the Static Mesh Package for Weapons , Accessories
READ  last messge again The different type helmet u speak of is not in the default rc Static mesh packages,
What you have to do is to install the arc trooper mod then open up their individual static mesh pakages and slowly look thru them for this new helmet,
8)
#25
General / Re: How to create a stormtrooper skin in RC?
September 24, 2012, 06:54:25 AM
Well the helmet u speak of actually isnt in the default rc game. Its been modded
I know the process of how theyve done it but not where theyve got the helmet mesh from,
I guess u could download the arctrooper mod and have a look inside at various texture and staticmesh pakages. there you will find the helmet mesh and also the texture for it,
Trouble is the way the mod has been constructed it overwrites existing default pakages,
8)
what i would suggest is to find the static mesh for the helmet place it on a map then save it to your own new staticmesh pakage and also create a new texture pakage  Duplicate an existing shader and rename it and save to your new texture pakage and same for the helmet texture.
if u open the shader properties you can manually edit the paths to your helmet texture. and in your new staticmesh pakage change the shader for it,  ;D

This process will require you to expand your knowledge base ,there's no "kwik fix" like poping down to shops for a dvd.
The animation set used is clonetrooper no helmet and where the texture /shader for the clobne head is has been supplanted by the invisible texture then a cteffect has been made in which is the staticmesh of the helmet so you would need by trial and error to position the helmet mesh to correct ATTACH position on the shoulders.,.etc etc
#26
General / Re: How to create a stormtrooper skin in RC?
September 21, 2012, 06:37:45 PM
Quote from: Alvar007 on September 19, 2012, 10:10:32 AM
Yeah i know that... ¬¬ The question is the helmet, HOW CAN I DO IT???!!!
Quote from: frazscotland on September 18, 2012, 10:31:18 AM
well the skin to use is the clonetrooper skin as thats what makes up the body,
export a cloneskin from the clone texture package but REMEMBER to end it as   .bmp  as the save name
eg Clonetrooper.bmp
:)
So  you are following this process exactly ?? And immediately your  Unreal Ed crashes ???
well if thatsthe case you definitely wont be able to further progress even with modding a helmet
First off be able to export a commando or cloneskin texture to desktop as .bmp format so you can edit usin paint or whatever then if thats not possible... your modding cant go furhter with whatever your pc setup is
#27
You cant export shaders so ..
export a cloneskin from the clone texture package but REMEMBER to end it as   .bmp  as the save name
eg Clonetrooper.bmp
or do a google search to look for a clone or commando skin
#28
General / Re: How to create a stormtrooper skin in RC?
September 18, 2012, 10:31:18 AM
well the skin to use is the clonetrooper skin as thats what makes up the body,
export a cloneskin from the clone texture package but REMEMBER to end it as   .bmp  as the save name
eg Clonetrooper.bmp
:)
#29
Announcements / Re: Welcome to the New forums
September 18, 2012, 10:28:49 AM
just as u have done u hve a subject and a message
8)
#30
wel in the default animation set for commandos etc its shaders that are utilised.
In the properties for the commandos its  SHADER u utilise for the respective commandos ,
Whydo u want to change to a texture as opposed to its respective shader anyways ?
shaders make the mesh look better that just the texture which tends to look more dull matt  8)

The texture comes after the shader in the order tree in the shader properties