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[RELEASED] Unreal HD Skins [UT] [227]

URP - the Unreal Retexturing Project: for those who are interested in High-Resolution Textures for Unreal & UnrealTournament or may want to take part in creating them

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Skywolf
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Re: High-Res Skin Project / Request for Skinners!

Post by Skywolf »

Chair and Table done:
[img]http://imgur.com/riK1bha.jpg[/img]
[img]http://imgur.com/hYUG2Or.jpg[/img]
That barrel looks great! If there is going to be a mass remodeling project, let me know so I can send the new textures to you. There are some minor differences, since some of the original Unreal textures had alignment issues. I fixed these alignment issues with the new skins.

My only request is that these models not be too poly dense. With all these high-res textures and models, I could see the game slowing down on many systems. The UT99 engine is not optimized for such things after all.
Would like to see how these look with the new textures. So if you could sent these over that would be nice.

As for the polycount. My laptop (i5-3230M, GT740M) can run around 100 of the new barrels on-screen @ 1080p at the same time in nyleve before it starts to drop FPS. So unless mappers are putting that many decorations in one room do I see no problems. Even with the stock mesh Unreal doesn't handle that many meshes that well anyway. start to get framedrops around 200 of those despite the newer model having over 50 times the polys compared to the original.

Not sure if 227 has improved performance with (static)meshes though. It probably has so UT might run a bit slower. But I don't own that game so can't test.
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Lightning_Hunter
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Would like to see how these look with the new textures. So if you could sent these over that would be nice.
Sure, I will try to get them to you tonight.  I will probably just send the 24-bit BMP files for the main decorations, which you can import in to UnrealED directly. Just backup UnrealShare and UnrealI, and save over the old packages to test.  The textures should show up in-game without reducing to 256 colors (at least, this works in UT99; let me know if it doesn't work in 227).
Not sure if 227 has improved performance with (static)meshes though. It probably has so UT might run a bit slower. But I don't own that game so can't test.
What I am most concerned about is when the player first enters a big room full of decorations.  In my UT99 test map, I have dozens of models in one big area - and the fps drops quite sharply for a half a second when you first enter with all the high-res textures loading.  The new models on top of this might be an issue, but I guess we won't know until we do some more testing.  We will have to coordinate through PM to test everything together.
Last edited by Lightning_Hunter on Tue May 24, 2016 6:56 pm, edited 1 time in total.
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Skywolf
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Re: High-Res Skin Project / Request for Skinners!

Post by Skywolf »

Looking gud ;D.
[img]http://imgur.com/fdbAc8K.jpg[/img]


Had to modify the uvs a bit on the meshes but nothing too serious. That said, having the textures be made for the higher polygon models would look better. Example: things like the table have some deformation going on because the textures for the table's top side only has 8 sides.

For the more square models there isn't any detail to be added. A cube is a cube after all. So I tried to use a Edge Split modifier to split the vertices along the edges. This makes the lightning more flat. Best seen when rendering the model with Environment:

[img][/img]

It's only a small improvement but it's there.

Performance wise I played a bit on a modified version of SkyTown and there weren't any drops in FPS below the 60 FPS I locked the game at.
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han
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Re: High-Res Skin Project / Request for Skinners!

Post by han »

I wouldn't split the vertices at the edges for boxes. Instead I would introduce a band near the edge, so with the automatic normal smoothing you would get slightly smoothed edges but the overall flat surface would still be flat.

Basically whats shown in the upper sketch, and the lower sketch is a crossection of the side with vertex normals drawn.
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Re: High-Res Skin Project / Request for Skinners!

Post by Skywolf »

Great idea! ;D here some comparisons:

[img][/img]
From left to right: Stock model, all edges split, all edges banded (Bevel Modifier), All edges banded but the edges around the sunken part are split.

Personally like the last one the best but would like to have input from others.
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Re: High-Res Skin Project / Request for Skinners!

Post by han »

I prefer the second one to the right slightly over the rightmost one.

Nice to see some examples for the idea :)
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Re: High-Res Skin Project / Request for Skinners!

Post by Krull0r »

Wow. Great!! :) I really need this! Keep up the good work!!

Also those textures are awesome! Sick
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Re: High-Res Skin Project / Request for Skinners!

Post by Skywolf »

New to the steel collection:
Boxes and barrels:
[img]http://imgur.com/KHH7nUx.jpg[/img]
[img]http://imgur.com/aRBVx0N.jpg[/img]

Judging from the textures is this the look Lightning_Hunter was going for with the steel boxes. I really like it atleast. Makes the wooden and steel boxes different in more than just the texture :).
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Sorry I haven't responded. Work has kept me absolutely tied up lately.

Those models look great! I like how you ran with the idea that I had with my skin for the steel crate. I will type more this weekend once I get some time. 8-)
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Re: High-Res Skin Project / Request for Skinners!

Post by Skywolf »

Just finished the SludgeBarrel:

[img]http://imgur.com/MtjUYK1.jpg[/img]
It uses a SpriteEmitter for the smoke as animating things for Unreal is a huge pain and emitters would look better anyway ;D.

[img]http://imgur.com/NWfW08o.jpg[/img]
Instead of having the whole barrel glow I instead made it spawn a ShieldBeltEffect with a seperate texture to only make the green stuff glow. This double the polygons though as it has to render the same model twice but didn't notice a drop if performance and it looks neat.

Only problem is that the glow texture I made isn't that great. If someone can make a better one or if lightning_hunter can upload just the layer used for the green stuff (if that is how he did it) it can look alot better.

Other problem is that, as far as I know, UT has no support for emitters. So there has to be workaround made for this. Maybe just a FireTexture instead of particles.

Code for the SludgeBarrel (so someone can check if I didn't screw something up as I'm still a complete idiot when it comes down to scripting).

Code: Select all

//=============================================================================
// HDSludgeBarrel.
//=============================================================================
class HDSludgeBarrel expands SludgeBarrel;

Var sludgesmoke SM; //subclass of SpriteEmitter
Var ShieldBeltEffect Glow;

simulated function postbeginplay()
{
      if (Level.NetMode == NM_DedicatedServer) 
return;
      sm = spawn(class'sludgesmoke',self);
      Glow = spawn(class'shieldbelteffect',self);

      if (sm!=none)
      {
            sm.setbase(self);
            sm.remoterole = role_none;
      }

      if (glow!=none)
      {
            glow.setbase(self);
            glow.mesh = mesh;
            glow.skin = Texture'HDDecoTextures.Skins.Jsbarrel1Glow2';
            glow.bMeshEnviroMap = false;
            glow.fatness = 128;
            glow.remoterole = role_none;            
      }
      

}

Auto State Animate //removed LoopAnim() to prevent errors
{
      singular function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation,
      Vector momentum, name damageType)
      {
            if (bStatic || bDeleteme)
                  return;
            DamageTypeb = DamageType;
            Instigator = InstigatedBy;
            if (Health
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Just an update:  All the decorations are complete except for the Cryopod, Escape Pod, and the Robot (the giant mech from ISV-Kran).  Does anyone want to give the Robot skin a try?  Honestly, I don't feel like working on it right now. It is complex, and I would rather move on to some of the inventory items (after completing the Cryopod and Escape pod).  The skin is UnrealI.Skins.JRobot1.






Fan:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/fan.jpg[/img]

Lamp4:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/Lamp4.jpg[/img]
Last edited by Lightning_Hunter on Sun May 29, 2016 6:28 am, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

All decorations are complete except for the Robot in ISV-Kran. I will work on that one much later if nobody else wants to do it.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Hey Skywolf, can these bugs be fixed?  Since discovering the Titan model bugs, I have discovered a few others.  The most critical of these bugs is with the Pupae.  The back leg is completely green:

[img]http://i6.photobucket.com/albums/y226/l_hunter8/Pupaebug.jpg[/img]

Here is the Warlord Bug I was referring to a while back.  In order to see it, you actually have to kill the Warlord and look at the backside of the front cape. You will see obvious green there:

[img]http://i6.photobucket.com/albums/y226/l_hunter8/WarlordBug.jpg[/img]

This one is not as critical, but the Mercenary model has a mirror issue on the butt area:

[img]http://i6.photobucket.com/albums/y226/l_hunter8/MercBug.jpg[/img]

If fixing these bugs will compromise the original model at all, then I don't want them fixed.  The most critical bug would be with the Pupae, since the leg is obvious while you are fighting them.  the Mercenary and Warlord bugs are not as big.
Last edited by Lightning_Hunter on Sun Jun 05, 2016 7:20 pm, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by gopostal »

Here's a fixed pupae model. Just import it exactly like the default, the only change I made was to properly assign that poly because it had no texture assignment.
https://dl.dropboxusercontent.com/u/36642316/Models.zip
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

I've never imported meshes before or even dealt with them. What do I do? The Titan mesh was already imported in to the .u mutator file that sn260591 gave to me, so I don't know how he did it.

If I send you the .u mutator file, can you import/merge it for me? I really don't have the time to learn this stuff. The little time I do have is spent skinning. 8-)
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Re: High-Res Skin Project / Request for Skinners!

Post by Skywolf »

Again, the Warlord model doesn't have this issue for me. Is this only there in UT?

Anyway, a quick fix for models with a green polygon like that is to assign the texture used for that model to the Skin slot. That said, the Pupae has some polygons that have stretched UVs. So will have to fix that anyway.

Importing models like this has to be done using UCC make. But as far as I know is there no way to add models to existing packages so you need unpack the mutator package, add the models, add some #exec lines to a *.uc file to tell the compiler to import the models and then compile the package again. see [url]http://www.oldunreal.com/wiki/index.php?title=Exec_Commands[/url] and [url]http://www.oldunreal.com/wiki/index.php?title=Working_with_*.uc%27s[/url].
Last edited by Skywolf on Mon Jun 06, 2016 12:02 am, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Again, the Warlord model doesn't have this issue for me. Is this only there in UT?
I'll try to check Unreal 227 later.  The spare minutes that I get right now are put toward skinning.   8-)
Anyway, a quick fix for models with a green polygon like that is to assign the texture used for that model to the Skin slot. That said, the Pupae has some polygons that have stretched UVs. So will have to fix that anyway.
Indeed, that does somewhat fix it.  The leg texture is stretched and messed up, but at least it is not bright green, and you can't really tell unless you look really close at that leg. Interestingly enough, this same trick also fixes the Warlord green cape issue.
Importing models like this has to be done using UCC make. But as far as I know is there no way to add models to existing packages so you need unpack the mutator package, add the models, add some #exec lines to a *.uc file to tell the compiler to import the models and then compile the package again. see [url]http://www.oldunreal.com/wiki/index.php?title=Exec_Commands[/url] and [url]http://www.oldunreal.com/wiki/index.php?title=Working_with_*.uc%27s[/url].
It will be a while before I look at any of that stuff.  I'm hoping someone like sn260591 can import these models in to the mutator file for me, so I can focus on just skinning.
Last edited by Lightning_Hunter on Mon Jun 06, 2016 3:46 am, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by gopostal »

Importing the model is very easy. I'll make the mod and send it to you, just merge it into your existing work. When the rest of the monsters get a skin swap you will just swap the model on the pupae too. This is all coding 101 and won't create issues.

[went ahead and did it] Here's the class to add to your mod:

Code: Select all

class Pupae2 extends Pupae;

//Mesh reimported to fix the green foot on the model, otherwise it's the same
#exec MESH IMPORT MESH=Pupae2 ANIVFILE=Models\Pupae1_a.3d DATAFILE=Models\Pupae1_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Pupae2 X=0 Y=0 Z=-90 YAW=64 PITCH=0 ROLL=-64

#exec MESH SEQUENCE MESH=Pupae2 SEQ=All            STARTFRAME=0       NUMFRAMES=171
#exec MESH SEQUENCE MESH=Pupae2 SEQ=Bite     STARTFRAME=0    NUMFRAMES=15  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=Pupae2 SEQ=Crawl    STARTFRAME=15   NUMFRAMES=20  RATE=20
#exec MESH SEQUENCE MESH=Pupae2 SEQ=Dead     STARTFRAME=35   NUMFRAMES=18  RATE=15
#exec MESH SEQUENCE MESH=Pupae2 SEQ=TakeHit  STARTFRAME=36   NUMFRAMES=1
#exec MESH SEQUENCE MESH=Pupae2 SEQ=Fighter  STARTFRAME=53   NUMFRAMES=6   RATE=6
#exec MESH SEQUENCE MESH=Pupae2 SEQ=Lunge    STARTFRAME=59   NUMFRAMES=15  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=Pupae2 SEQ=Munch    STARTFRAME=74   NUMFRAMES=8   RATE=15
#exec MESH SEQUENCE MESH=Pupae2 SEQ=Pick     STARTFRAME=82   NUMFRAMES=10  RATE=15
#exec MESH SEQUENCE MESH=Pupae2 SEQ=Stab     STARTFRAME=92   NUMFRAMES=10  RATE=15  Group=Attack
#exec MESH SEQUENCE MESH=Pupae2 SEQ=Tear     STARTFRAME=102  NUMFRAMES=28  RATE=15
#exec MESH SEQUENCE MESH=Pupae2 SEQ=Dead2    STARTFRAME=130  NUMFRAMES=18  RATE=15
#exec MESH SEQUENCE MESH=Pupae2 SEQ=Dead3    STARTFRAME=148  NUMFRAMES=23  RATE=15

//Texture reimported in case it needs cleaned up or altered, for now it's identical to default
#exec texture IMPORT NAME=JPupae2Tex FILE=Textures\JPupae2Tex.bmp GROUP=Skins DETAIL=Dirty
#exec MESHMAP scale MESHMAP=Pupae2 X=0.05 Y=0.05 Z=0.1
#exec MESHMAP SETTEXTURE MESHMAP=Pupae2 NUM=1 TEXTURE=JPupae2Tex

#exec MESH NOTIFY MESH=Pupae2 SEQ=Dead TIME=0.52 FUNCTION=LandThump

DefaultProperties
{
      Mesh=LodMesh'Pupae2'
}
What you will need to change if you want:
-rename it from 'pupae2' to whatever name suits your mod. It's not a great idea to end an actor's name with a number so I would change this.
-change the texture import to your new texture. Replace 'JPupae2Tex' with the name of your texture.

I scripted an entirely new pupae class for Sat42 that fixed the behavior of the pupae but he never did anything with it (as far as I know). If he doesn't speak up I'm going to release it into the forum and you might consider adding the code changes I made since you are going to do the model anyway. I fixed the pupae from getting stuck if you are on steps/ramp and added abilities for it to hop over small obstacles as it chases you. It's very much more what you would expect from the bug's behavior.

Anyway if you need this compiled into your mod or whatever help just let me know. I'm currently completely shut down so it won't interrupt anything.
Last edited by gopostal on Mon Jun 06, 2016 1:01 pm, edited 1 time in total.
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Skywolf
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Re: High-Res Skin Project / Request for Skinners!

Post by Skywolf »

Here you go. All fixed models ready to be compiled. Also took this chance to make the wire/tube thingy that runs from the backpack to the gun of the merc 2-sided.
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Re: High-Res Skin Project / Request for Skinners!

Post by Sat42 »

I scripted an entirely new pupae class for Sat42 that fixed the behavior of the pupae but he never did anything with it (as far as I know). If he doesn't speak up I'm going to release it into the forum and you might consider adding the code changes I made since you are going to do the model anyway. I fixed the pupae from getting stuck if you are on steps/ramp and added abilities for it to hop over small obstacles as it chases you. It's very much more what you would expect from the bug's behavior.
Yo, gopostal!

Sorry for the recent blackout. Not ready to release the update to that project of mine yet, but no worries, I have begun using the new pupae class to good effect in the map :) and as promised, will release the new pupae class in its own thread alongside the updated project, with credits where they are due, when I'm ready!
However, if Lightning_Hunter is getting ready to release his new package here and for some reason, I have still not released my project update, then I will release the new pupae class with the updated readme and everything in a nice thread of its own BEFORE my project so that Lightning_Hunter can benefit from the new kickass code ;)
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Does anyone know how to replace skins contained in MyLevel?  I tested it just now using the normal method with the mutator, and it didn't work.
Here you go. All fixed models ready to be compiled. Also took this chance to make the wire/tube thingy that runs from the backpack to the gun of the merc 2-sided.
Thanks, Skywolf.  I will add the models when I get a chance!

Edit:  I have been working on the Beta skins lately, which are used in RTNP:UE.  In particular, I was always a huge fan of the beta Krall skin, so I had to update it.  I also did the Krall Fanatic, which is of course also in RTNP:UE:

Beta Krall:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/BetaKrall.jpg[/img]

Beta Krall Elite:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/BetaEKrall.jpg[/img]

Krall Fanatic:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/KrallFanaticv2.jpg[/img]

Last edited by Lightning_Hunter on Thu Jun 09, 2016 7:52 am, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by []KAOS[]Casey »

Loving it. Krall never looked better, big fan of the beta krall, and I think the fanatic is a good alteration too
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Loving it. Krall never looked better, big fan of the beta krall, and I think the fanatic is a good alteration too
Yeah, I actually think I like the beta skins better than the default skins. I almost spent more time on the beta skins than I did on the default Krall skins. I am currently working on the beta Slith skins now. The beta Brutes are already done. I just need someone to tell me how to replace skins contained in MyLevel, because RTNPUE uses MyLevel skins.
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Re: High-Res Skin Project / Request for Skinners!

Post by Lightning_Hunter »

Nobody knows how to replace skins in MyLevel using the mutator?



Beta Slith:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/BetaSlith.jpg[/img]
[img]http://i6.photobucket.com/albums/y226/l_hunter8/BetaSlithBack.jpg[/img]

Nitrogen Slith, which is just a blue version of the Beta Slith.  Used only twice in RTNPUE:
[img]http://i6.photobucket.com/albums/y226/l_hunter8/NitrogenSlithv2.jpg[/img]
Last edited by Lightning_Hunter on Fri Jun 10, 2016 6:31 am, edited 1 time in total.
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Re: High-Res Skin Project / Request for Skinners!

Post by unreality »


they look great

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