This modification originally started out as a Defense Of The Ancients clone for UT2004, but a lot of game design elements had changed over time that it started to become its own game. I am currently actively prototyping this game within RoboBlitz, and it is actually working already (with multiplayer), unlike most other Unreal Engine 3 modifications which are all in 'pre-production' phases. It is possible that two versions of this game will exist, one for RoboBlitz and one for Unreal Tournament 3. The game is heavily team based and takes a new form of cover tactics. where as most other cover games are based on the fact whether players are in cover or not, this game looks from the perspective that players are always in cover but to what extent are they in cover? Mixed with a skill system, onslaught like map node system ... I hope this game will be unique enough to stand out against all the other mods out there.

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[Model] - Obliterator (Games : Unreal Tournament 3 : Mods : ProjectX : Forum : Tasklist : [Model] - Obliterator) Locked
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Jun 2 2007 Anchor

Currently assigned to 3DTexturizer, concept coming soon [?]

Jun 6 2007 Anchor

Yes soon...

Jun 9 2007 Anchor

See next post.

Edited by (in order): 3DTexturizer, 3DTexturizer, 3DTexturizer

Jun 9 2007 Anchor

Its looking good to me! Good work. I like how its very solid and chunky. Good stuff. Looking forward to its progress.

Jun 9 2007 Anchor

Model is finalized. Doesnt even go above 600 polys. Will now begin the unwrap.

User Posted Image
right click>view image to see full size

Edited by: 3DTexturizer

Jun 10 2007 Anchor

Is this just for the base mesh, or will there be a high polygon mesh as well?

Jun 10 2007 Anchor

No high poly. Ive been working a long time on painting them by hand (NMap). It works really well for metal/plastic stuff. But I can pop it into zbrush if I need to.

I make a nice drawing:
User Posted Image

And this is the effect:

User Posted Image

Please keep in mind I threw that example together in a couple minutes.

So yes that is the base mesh, and I will have the normal map, diffuse, and specular. Don't worry Ill make it fly baby!

Are we going to want these to have the animated ammo counters on them?

Do I need to make a mesh for the shells for a mesh emitter?

Jun 11 2007 Anchor

Your method sounds good to me, after all there is more than one way to skin a cat .. or is it a lizard? ...

Are we going to want these to have the animated ammo counters on them?

No, the guns won't be close enough for you to read the numbers. At the moment, ammo is counted on the cursor.

Do I need to make a mesh for the shells for a mesh emitter?

Not sure, I guess you can as they wouldn't need to be that complex.

Jun 20 2007 Anchor

Just a progress report. I havent had as much time lately to work, but have more time very soon.

So far:

User Posted Image

Right click>view image to see full size.

Will try to post updates every week from now on.

Edited by: 3DTexturizer

Jul 6 2007 Anchor

I know today is a milestone for showing some progress. I will be posting later tonight/Saturday morning.

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