Roadmap

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Gator
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Roadmap

Post by Gator » 10 Dec 2002, 15:28

1) Build a map - any map. Just work with the editor and make a lot of mistakes.
Read forums and come up with something to screw around with.

2) Figure out how to make our own "interface." Figure out what "ini" files need
modding to make our game come up as the default with our own little splash
screen. In this case, "our game" would maybe only be a simple map with AI
running around randomly (bots) that need to be killed. Something simple. This
would serve as the starting point/foundation for the whole deal.

3) Spend some time examining the scripts that came with the RS3 demo. They have
a rescue the pilot mission type. Figure out what they had to do to make it.

4) Create a "plagiarism" mod. This would NOT be released. This would let us
figure out all the integration issues. We could take a gun from RS3. A map that
we create. An Infiltration soldier. etc. and see about how to put all the
pieces together without worrying about skinning, modeling, etc.

5) model and skin a new weapon and add it in-game

6) create a new game type (capture VIP?)

etc...

I am working on 2, 3, and 4 already.

-Brian
I have done a bit of research on modding, and everyone says to take baby steps
before tackling a big project... So my thoughts are to concurrently:

write a small mutator that removes powerups
model and skin a new weapon and add it in-game
create a new game type (capture VIP?)
create a new map (would like to see a space ship that needs boarding...)

-Steel
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Gator
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Post by Gator » 11 Dec 2002, 16:56

I learned how to write a mutator. It's small and based on a tutorial, but I see how now to create user interface elements, and compile classes, etc. It's not too bad. A little confusing at first, but that's not too bad.
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Gator
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Post by Gator » 18 Dec 2002, 18:19

OK, now I have a custom "Iron Sights" GUI/Menu ... it's a small step, but it will give us a little "sandbox" to experiment in.
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Gator
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Post by Gator » 18 Dec 2002, 19:00

Here's a screenie of my new trial interface. Note the WOF logo on top of the UT logo ... it's just a quick edit of the logo to see if it works. Not sure what's going on with the transparency/blending, etc ... Also, you'll note the "Iron Sights" in the menu buttons. I changed the background image too.

baby steps...

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Gator
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Post by Gator » 23 Dec 2002, 09:16

My next task is to actually make the menus do something other than call the default UT game elements. I will also "remove" the initial animation when our mod is started.
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Gator
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Post by Gator » 26 Dec 2002, 19:39

Well, here's my first "new" weapon. I am calling it a "WOF Assault Rifle" ... so far it is just a reskinned version of the default assault rifle. Progress, progress....

[FYI-it is the skin from the Ravenshield M16A2]

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Grifter
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Post by Grifter » 26 Dec 2002, 21:07

Ok looks like a cross between an OICW and a Bore Hog Drill. In a word: Badass!
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Post by Hammer » 26 Dec 2002, 21:42

Hey! That's pretty cool... Do the fireflys come with it?
Helmut

Gator
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Post by Gator » 26 Dec 2002, 22:00

now i just need to get an M16 Mesh to put that skin on ... but it was really just a test to see what I could do. The 3-d mesh is the mesh for the UT2003 Assault Rifle and the skin is from the Ravenshield Demo. In-game, when you pick up this strange hybrid, it says "WOF Assault Rifle" so the weapon is hooked into the engine properly. Therefore, if we create a wep and a matching skin, I am confident I can put it into the game.
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Grifter
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Post by Grifter » 27 Dec 2002, 11:10

Gator is starting to sound like a mad scientist.
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Gator
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Post by Gator » 06 Jan 2003, 14:59

I don't know why that's funny - it is very close to the way i actually work (real work and fun work). Maybe it's scary, but definitely not "hilarious."


Muahhaaahaaahaa
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Gator
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Progress...

Post by Gator » 10 Jan 2003, 15:19

I worked on this a bit more. Basically, i edited the skin for the default assault rifle so that i could see the difference in-game.

This first slide shows the default rifle and the new "WOF-Rifle" side-by-side. The WOF Rifle has some black touches. The other color differences are attributed to the lighting variations on the map.

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This second picture shows the first-person view of the rifle (default and then WOF).
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This picture shows the 3rd person view of the rifle.
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I also edited the damage and ammo capacities of this weapon. I am certain that we could now write our own weapons for any mod we want. All we need to do is create weapon models and skins for them.

Tools: Maya PLE (free download) and Milkshape are both supposed to be able to create models that are importable to UT2003. Someone who has these skills, get on it :)

-Brian
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