#1 posted by nitin
on 2003/02/04 20:12:31
I believe that this site is reasonably good :
I dont know much about the new engine or too many useful sites for it though, seems like everyone's just getting started. There seems to be a fair bit in terms of getting player models etc in game, you interested in that?
They're Pretty Horny For UT2003
#2 posted by pushplay
on 2003/02/04 22:31:53
#3 posted by DaMaul
on 2003/02/05 04:54:00
Without a doubt you should check out the video training manuals for Unrealed3 at www.3dbuzz.com ( or www.masteringunreal.com ) because they are excellent.
Something To Watch Out For:
#4 posted by metlslime
on 2003/02/10 07:52:50
i've found that tutorials don't tell you which version of unrealed they were written for. The controls and UI change from version to version, which means that some of the tutorials can mislead you.
I Am Noticing This..
#5 posted by ELEK
on 2003/02/13 14:42:49
Especially since UT2K3 and U2 seem to have slightly different editors, and most of the content I have seen so far seems to be for UT2K3.....I have yet to find a site with a good overview.....for instance, what is an acceptable poly count for a player model, or other character model...etc. etc. I will keep digging though. Worst case scenario I am going to have to ditch Unreal2 platform and go with Q3A which I do not wish to do.
#6 posted by GibFest
on 2003/02/13 16:27:43
Is Unreal2 any good? Just seen it in the shop near me for �34.99 is this worthy of my precious wages?
#8 posted by nitin
on 2003/02/13 17:43:04
polycount has heaps of info on player models for ut2k3 (3000-3500 for default ones, with higher ones having proportional slowdown on systems I believe) but I've seen threads on their forums in the past regarding u2 models (4000 polys I think) too. Worth checking out maybe, or you could just post a thread there asking for some info.
People who worked on the game hang out there like rorshach and malekyth.
#9 posted by daftpunk
on 2003/02/17 05:20:49
i was thinking that when making a model, one would sort of make the count as low as you can without losing too much detail. i've often found that with 3dsmax for example there are a lot of unnecessary polys which you can merge without losing quality. i'm crap at skinning but i always think that a good skin can make a world of difference and make even a low poly look good.
i know its difficult to economise on polys and requires some thought to be efficient but...
Too Few Polys
#10 posted by wrath
on 2003/02/17 07:20:24
and the mesh will deform in a way the skin won't have a prayer to hide.
#11 posted by metlslime
on 2003/02/17 08:55:02
platform for what? just regular old mapping, or some special project?
Not Mapping Related But...
#13 posted by Dilvish
on 2003/02/19 12:36:24
I've d/led the demo and even though I've set all settings to the lowest, some textures become blank after i've played 1 or 2 minutes, and then everything fades to black, even if the game is still running (and I get my ass fragged out).
Could it be my video card that's too old (Viper 770 32Mb RAM)? The rest of my puter seems to fit the recommended config.