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 news

Mods  Troopers Q&A   Doomh 03.11.2002
text (short)
So, gestern fand also die kleine "Fragestunde" im IRC - Channel des UT2k3 Troopers - Team's statt. Ich war für euch vor Ort und habe euch einige Auszüge aus dem Logfile mitgebracht, die ihr unter Show more finden könnt. Das komplette Log wird später auf der Troopers HP veröffentlicht !

text (long)
quote:
[23:01:21] [@BadKarma_Projectlead]: few things to sy before we kick off

[23:02:02] [@BadKarma_Projectlead]: okay peeps, this chat has been arragned for a couple of reasons

[23:02:39] [@BadKarma_Projectlead]: firstly we would like to get to know you guys better, to let you know more about us. to help if we can with the engine and the editor

[23:02:54] [@BadKarma_Projectlead]: oh and to talk about soem mod called troopers?

[23:03:04] [@BadKarma_Projectlead]: the rules

[23:04:21] [@BadKarma_Projectlead]: any questiosn about the mod itself pm viper any questiosn to the team in genreal or about helping out or if you just want to talk about how sad your life is and keep posting in the forums(ghost)then we woudl be happy to listen

[23:04:42] [@BadKarma_Projectlead]: and just post in here

[23:05:03] [@BadKarma_Projectlead]: firstly i woudl liek to introduce the team

[23:06:27] [@BadKarma_Projectlead]: okay i will introduce myself first am pat badkarma fitzsioms project lead of troopers and utbuilder mapper

[23:07:04] [@eXoR_LeadCoder]: I'm eXoR, lead coder for Troopers. Also known as Bart Jansen to some Prior to Troopers I have worked on several mutators, the biggest of them being Bullet Time.

[23:07:15] [@MaGoo_uk_LeadLevelDesigner]: Hi I am Sean Fitzsimons Lead Level Desinger

[23:07:26] [@MaGoo_uk_LeadLevelDesigner]: Brother to BK for my sins

[23:07:46] [@GhostEnigma_Modeler]: I am Jonathan Swenson, AKA Ghost Enigma, (I am already being stalked, so watch out) and I create the models. I have worked on several other mods in the past.. (Most notably the now defunct Unrealcraft)

[23:07:58] [@ViperEye_Author|PR]: Dan "ViperEye" Tennant here... team author, PR mamager, and general go-to guy (anywhere but the coffee machine)

[23:08:24] [@ViperEye_Author|PR]: I've worked on TribalCTf for Q3A, and teh standalone game Chronos V by Valhalla Entertainment

[23:08:07] [@ShroomDuck_LeadArt]: Hey ya'll... I'm Chadrick "ShroomDuck" Rode, Lead Art on Troopers. I'm a professional graphic designer and a 'FAMOUS' mapper for JK2


[23:08:26] [@DarkSniper2003_LevelDesigner]: Hi I am David~DarkSniper~Brown Level Designer (chained up in basement)

[23:08:29] [@DrGreen_Modeller]: Sjoerd Arendsen here, modeller for the Troopers team and mostly working on the characters

[23:08:54] [@dru_skinner]: Hey I'm Andrew "Dru" Morris, I'm the skinner for the mod. I previously worked on The Third Reich for UT


[23:09:31] [@J-Bee-Animator-ect]: Hi I'm Jon Bartram formerly mr White of agent X and Operation stingray mods I I help out with animation , modeling ,coding and anywhere I'm needed

[23:09:38] [@BadKarma_Projectlead]: is that all of you

[23:09:49] [@ViperEye_Author|PR]: i think so

[23:10:23] [@ShroomDuck_LeadArt]: Sambo, our Lead Sound and Music guy sends his regards

[23:10:41] [@fenrisx]: hi, i'm dylan black, i'm qokring on skins and level textures

[23:11:12] [@BadKarma_Projectlead]: okay do not ask me about lucasarts and will they shut us down, this will not happen

[23:11:33] [[Timespin]-JollyRoger-]: ALRIGHT kick lucases ass

[23:12:10] [@BadKarma_Projectlead]: erm we woudl not be doign this if lcuasarts did not allow us this privalige so please no haveing a go at them

[23:12:24] [@ViperEye_Author|PR]: let's start out with a couple of e-mailed questions

[23:13:44] [@ViperEye_Author|PR]: Question 1: What first brought about the idea for Troopers, and how did it evolve from an idea to a successful mod?

[23:13:53] [@ViperEye_Author|PR]: BK?

[23:14:25] : @dru_skinner 's heart explodes

[23:14:50] [@ViperEye_Author|PR]: Question 2:

[23:15:12] [@ViperEye_Author|PR]: oops.. damned enter key

[23:15:14] [@BadKarma_Projectlead]: trooper first came about way back in january of 2001, i made my first starwars map and thought about doign a mod for the game, it has been a long hard road since then and i fianlly manged to put together a talented team

[23:15:36] [@BadKarma_Projectlead]: the actual game came through over the last two years but more of a singleplayer

[23:16:05] [@BadKarma_Projectlead]: i only turned to multiplayer when unreal 2 was delayed and ut2003 would be out first

[23:16:40] [@BadKarma_Projectlead]: justin wallace put together an awsome trooper for ut but we decided to wait for 2003 and here we are

[23:16:54] [@BadKarma_Projectlead]: wow seems so easy when i put it like that

[23:17:00] : @DrGreen_Modeller holds up a board with the text Applause! on it

[23:17:05] [@GhostEnigma_Modeler]: ..

[23:17:09] [@GhostEnigma_Modeler]: They are muted...

[23:17:15] [@ViperEye_Author|PR]: Question 2: For the art team: What prompted the current texture designs? Will troopers stray from the movie in any visual way, or will things be as accurate as possible?

[23:17:38] [@BadKarma_Projectlead]: rember recreating the films


[23:17:49] [@BadKarma_Projectlead]: dam i shoudl leanr to spell

[23:17:59] [@ViperEye_Author|PR]: Shroomer, this is a good one for you

[23:18:07] [@ViperEye_Author|PR]: you and kahl

[23:18:11] [@Kahlzarg_Lead3D]: yeah... as BK said... its more based on the film first... then extended universe second..

[23:18:39] [@Kahlzarg_Lead3D]: Weapons are made from designs or original props..

[23:19:07] [@Kahlzarg_Lead3D]: with as much detail as we can fit in there Also applies to map static meshes..

[23:19:16] [@ShroomDuck_LeadArt]: Since this is a brand new and great graphics engine... we're also going for very realistic looks to the models and skins. This will be the BEST Star Wars has ever looked in a video game

[23:19:23] [@ShroomDuck_LeadArt]: We're trying to stick with the actual look of the Star Wars universe. Some of the computer panels in the Death Star map have been designed with that 70's look of technology from the first Star Wars movie

[23:20:06] [@GhostEnigma_Modeler]: You mean that is not what the future will look like? :Runs around screaming and tearing at his eyes all the while shouting "Blasphemy!

[23:20:21] [@Kahlzarg_Lead3D]: hehe...

[23:20:31] [@dru_skinner]: haha

[23:21:11] [@ShroomDuck_LeadArt]: one of the great things with the engine is the ability to animate and such. Again, you will see blinking and flashing lights on the computer panels... lights around the deathstar that actually glow, etc...

[23:21:55] [@ViperEye_Author|PR]: Thanks, guys

[23:22:25] [@Kahlzarg_Lead3D]: Also for vehicles we have used blueprints and other officaill resources as much as possible.. Everything will be well recognisable from the movies...

[23:23:06] [@ViperEye_Author|PR]: Question 3: How does the UT2003 engine allow for freedom for the Troopers modellers?

[23:23:51] [@GhostEnigma_Modeler]: Hmmm, I'll take a crack at this one.

[23:24:15] [@GhostEnigma_Modeler]: The new engine offers a far greater degree of freedom when modeling.

[23:24:45] [@GhostEnigma_Modeler]: In engines past polygon count was a large issue that really limited the artists.

[23:25:18] [@GhostEnigma_Modeler]: But with this new engine it gives you the ability to actually craft and mold your characters and weapons so they actually look and feel right.

[23:25:23] [@Kahlzarg_Lead3D]: Well JB did all the hard work to get the ST models in game so shortly after UT2003' srelease... so has had alot more exerince with the animation side of things.. However in terms of exporting themeshes, its a dream, I got into PSJ and PSK mesh and skeltal animation with UT4.36, and its eaven easier with UT2003 and the tools in Ued..

[23:25:42] [@J-Bee-Animator-ect]: the new skeletal animation system is awsome with abilty to attach anything to any bone on any model and combine various animations into 1 sequence it's possible to create a more realist look and feel to everything

[23:26:31] [@DrGreen_Modeller]: We can put a lot of detail into the models that will make them look more realistic and almost exactly as in the movies

[23:26:31] [@Kahlzarg_Lead3D]: but thermal detonator efects are yet to be decided.. so its a possibilty for things like that..

[23:27:36] [@ViperEye_Author|PR]: Question 4: How is UnrealEd 3.0 different from previous versions? How has it helped with mapping in Troopers?

[23:29:30] [@BadKarma_Projectlead]: the ud3 3 has coem along in leeps and bounds..

[23:29:42] [@MaGoo_uk_LeadLevelDesigner]: There are so many things that have been improved in Unrealed 3. The new terrain editor, shaders emitters static meshes

[23:31:11] [@ViperEye_Author|PR]: Okay folks, it's direct-question time.



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