The Unreal Tournament 3 Developers Group is for teams that have chosen Epic's new Unreal game to base their mod on.
9 comments by igoat on Mar 28th, 2008 digg this super bookmark
First some team news, our numbers have increased once again these last few weeks and it is my pleasure to introduce to you our new members.
Firstly we have Chimera who is a trial music developer and Fishy who is a full Music Developer, they have already produced some cracking samples and we are all looking forward to the in game music that they will produce. Next we have Squishee who some of you might know as Cookie Monster, who has taken on the important role of US PR agent to ensure that the game is well publicized over the water in America.
Adding to our mapping team is Storm who did some custom mapping for AOT, we liked his maps and have set him to work on an old classic that we know you will all enjoy. Joining the team on the modeling side is igi who has already started working on a list of meshes for some of the new maps. Last but not least, we have Venomous who has joined our team to give us some much needed expertise in the texturing department. He is eager to go, and over the next couple of weeks will start texturing some of the first weapons that you will see in game.
Right that is enough about us, now for what you really want, some pictures of the progress we have made over the last few weeks. This is a WIP shot of one of the vehicles meshes that will be in the game, produced by Restcrew. Now I wonder whether anyone can guess which map it will be in?
These are some untextured shots of four of the weapons that will be in the game, the Mac-10 and the MP5. This superb work from Loebedoe gives you some idea about the quality we are trying to achieve in the game.
Here is a shot of the AK47 model that is currently in progress by Duckfisher and Loebedoe, after all you can't have Tactical Ops without an AK.....
Not to be left out, our other weapon modeler, GuyB is also very hard at work! Here is a pics of his magnum and mossberg!
What have we missed? Ah yes some progress shots of some of our maps - here is some progress from a less known but still popular and currently unnamed map being recreated by Calichusetts.
We are also officially announcing that Blister is on our list of classic remakes. This is a WIP shot which has been faithfully recreated by Teifi with assistance from igi who has created all of the meshes you see - a free fluffle for the first one to work out where it is :D
We want to emphasize that this is all work in progress but it gives you just a taste of what we are working on at the moment. As well as the maps and models, good things are being done by the coders behind the scenes and more and more of the games features are becoming distinguishable.
We are still looking for people to join the team especially those who have experience working as texture artists or mappers. As always put in an application with our web form, tell us something about yourself and leave an address where we can get hold of you.
Lastly the team is now looking for community donations to help speed the progress of the Mod. Rest assured any donations will be spent on acquiring resources for the game and not on our beer money, (we have to buy that ourselves) so if you can we would appreciate it if you could donate to the project, every little counts.
See you on the servers,
Your TO3 Development Team!
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Post your custom characters, or GTFO!
Sheelabs.gamemod.net
I'll wait till I've unlocked a few more custom bits and have upgraded my GPU before I post mine! lol... I is upgrading to a GF8800GT within the next 2 weeks so it's all good! :)
I hacked mine in via the ini files, because that setup is one you can't do normally - unlocks or otherwise ;)
Oooh! Nice Tip! Thanks for that! lol... Gonna go dig into those ini files now! lol. :)
Hey everyone, I have a problem with the Unreal 3 Editor. When I try to apply a texture on a surface it always applies the default texture, I also opened the textures in the generic browser, but when I click on a texture I can't apply it :(.
If somebody knows how this works, plz email me: SneakySoft@gmail.com
Never mind, I know allready ;)
Anbershee is correct, you can only apply materials. I'm only getting into mapping in Unreal but from what I can gather so far, and correct me someone if I am wrong please, but you can create materials from your textures in the materials editor in the Unreal 3 Ed.
I haven't gotten as far as custom materials in the tutorials yet so, again I may be wrong in what I've said above so please correct if I'm wrong someone! ;)
That's correct - you import a texture, and for the most basic diffuse texture, create a new material in the generic browser, open it up, create a textureparameter2d and assign it your texture, then connect the RGBA (black tab) to the diffuse tab on the material.
Voila, most basicmost material.
You can't apply 'textures' to a surface - you have to apply materials, material instance constants or material instance time varying.
I took a couple of screenies today at ubermaxresgfx+1. Big images linked, just so you can see what you're all missing out on until you can afford to upgrade :P
Ignore the fugly green Impact Hammer - I'm busy writing a colourising mutator for my next tutorial, lol.
Sheelabs.gamemod.net
Sheelabs.gamemod.net