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Item Revamp... *2 Optimized Artifact Models*  XML
Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods Go to Page: 1, 2, 3 Next 
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Tidu!

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Joined: 12/20/2004 14:32:15
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DOWNLOAD:
UTRPGStaticsNew.zip (52kb | contains UTRPGStatics.usx and UTRPGStatics2.usx)
Two of the models were updated to lower-poly versions that don't really look any different. Recommended on the server
and
UTRPGTextures1New.zip (56kb | Contains UTRPGTextures.utx)
Really bad-looking alpha textures, I think it might have to do with the code and not the image itself.

Details in one of the following replies.

Original thread:
I was thinking about working with someone on re-doing the item system of RPG. I don't know unrealscript, but I would be able to make some textures/meshes. I also wanted to change some of the current items, since a lot of the meshes for them are way too many polys. The boots of flight are 760, that's almost half that of a player. Here are some of the ideas I have:

Inventory System
-Maybe 8 or so slots, server would just have to know a number for each slot to know what items the player has when he'she logs off and on.
Market System
-After a game ends, during map voting, players will have access to a store, with all of the follow items
1)An item that permanently adds/replaces the specified magic to the current gun (Shield of Protection, Vampire Tooth, etc.)
2)The current artifacts
3)Specific pet charms
4)other items could be added later
Currency System
-Points, credits, gold, or whatever they would be called could be obtained after killing an enemy, getting double kills, sprees, finishing a game. These can be used to purchase items at the end of the game. Could be kept after logging off, or saved until end of session, whatever the testing decides is good.

If anyone who can code is interested and if Dru would consider trying it out when it's done, then post. Or just post suggestions

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Okinesu

Dominating
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Joined: 12/19/2004 20:45:34
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Not a bad idea, but wouldn't that just serve to help out the higher-tiered players who would get tons of 'credits' at the end of waves/rounds anyway? I think it'd be a cool idea, but balancing it would be tough, dig?

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Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
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Perhaps instead of adding points, it costs experience? To keep things simple, you can't spend experience past going to the previous level. This way, lower-level players can continue fighting to gain solid stats, while higher-level players can use their esay EXP to make life easier. Regardless, make it take away instead of adding more is all I have to say.

By the way, Tidu, nice idea. I was toying with something like that but never really had a reason to do it. I don't really care (I've got a nice, high-end computer), but lowering the polygon levels on pickups probably wouldn't be a bad idea.
Okinesu

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Kohan wrote:
By the way, Tidu, nice idea. I was toying with something like that but never really had a reason to do it. I don't really care (I've got a nice, high-end computer), but lowering the polygon levels on pickups probably wouldn't be a bad idea. 


Same, but if I could eke out .05 more fps from lower-poly items, then I'm all for it. Plus I think that we could come up with some really nice looking items...

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Tidu!

Dominating
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Hey, I've been away for about 2 weeks or so due to term paper and work and stuff, but I was thinking about doing this idea of lowing the polys on the meshes. The ones I want to look at are

pet halos (600 polys... way overboard)
boots of flight (760 polys... anyone use these? )
summon charm (360, could be a bit lower. Plus I think the cubemap on it is unnecessary, (plus it's a cubemap of an egyptian map))

There might be some more, I'll post the mesh package up here when I'm done. And hopefully, if dru wants and when he has the time, he could just swap the packages easily.

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Tidu!

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DOWNLOAD: UTRPGStaticsNew.zip (52kb | contains UTRPGStatics.usx and UTRPGStatics2.usx)

I made the following two changes:

Pet Halo: From 600 polys to 144 (-76%)
MonsterCharm: From 360 to 120 (-66%)

No changes to textures were made. The meshes are approximately the same size (give or take a few tenths of a unit), and are at the correct rotation of the originals, same name as the originals, and in the same exact package (with unedited, original BootsOfFlight and LightningRod) so all Dru has to do it load 'em onto the server in place of the first UTRPGStatics.usx and UTRPGStatics2.utx packages.

I'm not even going to attempt those Boots of Flight. If you're interested, you can look at them, but it doesn't look hopeful.

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Okinesu

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The boots are inherently high poly. Nothing to do except come up with a new design or drop 'em.

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Tidu!

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Yes, I thought it would be ridiculous to recreate them. Then I thought, who uses them anyway? And wondered if they would be dropped soon. I hope so .. Or I can just make them a token like the monster summon charm.

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emetakleze

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actually, the boots are nice if your on a "high" map with alot of falling going on. If for some reason the trans doesn't work or is broken, or you forgot to set it, hit the boots! it gives you wings! (sry for the red bull plug, I can't even stand the taste of the stuff. )

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Tidu!

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emetakleze wrote:
(I can't even stand the taste of the stuff.


You're not alone

I tried this out ingame, but the textures didn't look as smooth as they do in the following screenshot. The semi-transparents look pretty bad... and they're DXT3. hmmm...

I did the same thing with textures, now. Probably won't address any performace issues mainly because it shouldn't have too much of an effect, no more than transparent HUD bars have.



The icons are now transparent. I tried making them animated and stuff, but I think it would be too distracting. Try them out if you'd like; just backup a copy of the original UTRPGTextures.utx and throw this new one in.

Concerning the actual image of the artifact, the triple, globe, and lightning bolt are semi-transparent. The three others are opaque (except for the outside, of course). Have fun

UTRPGTextures1New.zip (56kb | Contains UTRPGTextures.utx)

===============
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Okinesu

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Hmm, what is the res on the textures?

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Tidu!

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64x64, same as the originals.

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KohanX

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Joined: 03/04/2006 13:40:23
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If I were to download those, they wouldn't appear in the online mode, would they? A version mismatch thing or something?
Tidu!

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Just backup the original on your desktop or something, and overwrite it in the UT2004/Textures folder. Then try it out, and see how crappy it looks And then drag the backup from the desktop back to the folder. And if you lose the backup just download UT2004rpg manually from http://mysterial.linuxgangster.org/UTRPG

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Okinesu

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Meh, you could make em 128x128 if they look bad... won't jack up the filesize too bad

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