Taking Models From Ut2k3

LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
<div class="IPBDescription">How is it done?</div> I'm working on my own little personal mod that I want to be pure deathmatch. I'm trying to code in a few cool guns and although I have it coded I don't have a model for my lightning gun. As a temp right now I wanna take the one from UT2K3. I load the mesh up in Unreal Ed, add it to the level and export it. All goes well, but I can't seem to save the texture, or slap it onto the model for that matter. How would I get the texture from the .utx file into say, photoshop? Also, how would I export the model while saving the UV coordinates?

I saw it done with the duster...

Comments

  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Alright, I've figured most things out, but all that I'm left with is how would I put the bmp file onto the model in max? I'm quite sure the UV coordinates are there, I just don't know how to apply the skin...
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    want to divulge this information?

    i'm still trying to figure out how to get the model filrs rom 2K3
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Ok, it is rather simple. You open Unreal Ed (comes with ut2k3), and it should pop up a dialog with some things in it. You have a "statis meshes" tab. Tell it to open, and there should be a list of meshes ending in .usx i believe. Open the one that has the word "weapon" in it. Find the model you want, then tell it to add it to the map. Then on the map do file > export and save it as the file type you want. So far I've found you need max to do it. Then for skins, you go to textures and load the weapons skin package (.utx file), and find the skin tow hatever weapon then save it as a .dds file. You'll need a plugin for photoshop to load the .dds file later.

    The problem is, how would I get the skin back on the model? Max never seems to be able to export it without losing the UV coordinates, and I don't know how to apply a .bmp as a skin in max...
  • Sentinel1Sentinel1 Join Date: 2002-11-06 Member: 7356Members
    I dipise ut2k3, UT all the way <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Does have some kewl weapons tho... The plasma cannon might make a decent nade launcher replacement...
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Alright I figured it out. the mesh wasn't working cuz I had the wrong skin <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    So what you gotta do is export the model as a .obj file, then find an obj2max plugin (there are a lot around). Import it into max, recenter the model, then export it as a 3ds. Load that in milkshape and apply the skin texture. (resize it to 512x512 so it works in hl, since ut2k3 used 1024x1024)
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited August 2003
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    lg.jpg 84.4K
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    This is odd... It only seems to allow me to take the w/p_model. I can't seem to find the v_model in static mesh form...
  • TyralionTyralion Join Date: 2002-11-21 Member: 9522Members, Reinforced - Shadow
    I think Duo Maxwell made The Duster from scratch...
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    no he didn't, I think it was by birdhouse? I'm not sure <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • TyralionTyralion Join Date: 2002-11-21 Member: 9522Members, Reinforced - Shadow
    The Duster was by Duo Maxwell, that's for sure, but if he converted or modeled it is unclear.
    I doubt the fact that he converted it since it doesn't look like the real Duster really, and shouldn't it be that way if he converted it?
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    ...so I've made the first conversion? If you want I could make more but I'm not sure what weapons would actually work... Plus I can only seem to bring over the p/w forms of the models, and although fairly nice quality, they are only around 400-500 poly, and are missing some of the most important features (like the little screen on the lightning gun).
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    <!--QuoteBegin--Tyralion+Aug 24 2003, 10:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tyralion @ Aug 24 2003, 10:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The Duster was by Duo Maxwell, that's for sure, but if he converted or modeled it is unclear.
    I doubt the fact that he converted it since it doesn't look like the real Duster really, and shouldn't it be that way if he converted it? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    no, Birdhouse made it originally and Duo converted it for NS.
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    can you do the flak cannon and assault rifle? I would be very greatful. Also, if you cant get the V's, how are you showing the V? Did you just use the P or W as a V model as well?
    Thanks.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    look at thit! its yellow and shooting lightning bolts!
    HAX.jpg 70.1K
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    ...I'm not sure if I should take that as sarcasm or not.

    Anyway, I used the p/w model and just changed the origin for use as a v model in the hl engine. How I would rip the v models from ut2k3 though, I don't know.
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    awwww as I suspected, Can you please convert the two I requested? I would be in debt forever
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Find out how I rip the v models and I'll do it. Like I said, the p/w models are missing some NEEDED details, cuz otherwise it doesn't feel like the originals...
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