November 16, 2012This project has been cancelled due to complications in ai, respawns and other integrated features for multiplayer game types not friendly to singleplayer, which is what I was trying to make. It has also been cancelled due to complications in my health, which means less time I can spend on things like this.Instead I will use what I've made so far in a multiplayer map, so the temple area will still be in the new map but none of the below plans will happen now. Moderators may delete this thread if they wish, I won't be updating this thread anymore.
-- Original Post --
My project will recreate some of the single player levels from the first Unreal game for play in UT3. Similar projects include UnrealHD and Legacy. I was going to start at the beginning like Sly and Lord_Porksword, but have since decided to do my favourite part of the game instead.
The Trench - startedISV Kran (Deck 4) - pendingISV Kran (Decks 3 and 2) - pendingISV Kran (Deck 1) - pendingSpire Village - pendingThe Sunspire - pendingGateway to Na Pali (aka Sky Caves) - pendingNa Pali Haven (aka Sky Town) - pending
Original author: Juan Pancho Eekels
This level is fairly short, so I'm looking to make it larger or to have more for the player to see and do before they reach the ship. The main elements of the level will still be there, but with additions:
Translator message: "AFT LOADING STATION: ISV-KRAN: We've been wedged into this mountain ridge for 2 months now. Each night these 4 story tall dinosaur type beasts come and beat on the rear hull of the ship. They appear to be relatively unintelligent and slow moving."
October 15, 2012 (The Trench)
Currently reading books on environmental design and spacecraft design, hence no screenshots of late. I might have something to show come December, so check back then if you can! :)September 15, 2012 (The Trench)I replaced the chainlink fence and gates with something more appropriate, and you can see the new ceiling in the rectangular hallways.More of the ceiling and the start of the outside area. The lens flares are now scaling correctly over distance and fade at extreme range and close up.Credit to Nobiax for the palm trees and most of the plants shown in this screenshot, also to mAlkAv!An for the ferns. There's a couple of Epic plants too, but I reckon you know all about them. ;)
I've been making my own terrain mesh for the cliffs, still taking shape but I'm happy with the overall quality. When I've finalized the shape I'll unwrap it as one giant piece, then cut it into small sections designed for culling.
September 07, 2012 (The Trench)
Some big changes this week, I've added some tiles to the floor and put in a curved ceiling for the room.
I'm now working on the ceiling for the hallways as they still look rather plain.
This statue head is based on an Unreal texture found in a few of the levels, I decided to make a 3d mesh of it for the water feature. The water in the basin is real time reflected, because the cube map reflections were drawing ~200% bigger and I couldn't fix them.
SpoilerAugust 31, 2012 (The Trench)
Behind the player's start location. The original doesn't have any of this, I decided to add more to this area.
Added pillars to hallways and other details. Basin now has water in, and torches have lens flares, heat distortion and flying embers. Floor and ceiling need more work, still not finished there yet.
The hallway takes a sharp turn before leading outside...
...to here. (EDIT: This outside area has been completely redesigned.)
August 25, 2012 (The Trench)Here is the basic geometry of the starting area. There's no trim or proper static meshes yet, they're coming next. The hallway will be more narrow once the decorations are in.
-- Edited by Winter Dragon on Friday 14th of September 2012 05:00:58 PM
-- Edited by Winter Dragon on Monday 15th of October 2012 09:54:13 PM
Kewlski! Can't wait to see some of these maps in action!
I like playing with stuff!
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My Leveldesign PortfolioAbove link is updated (:
My Levels for Unreal Tournament 3:
DM-Unlimited ~ DM-Animus ~ CTF-Rising ~ CTF-Embargo ~ CTF-Seraph ~ CTF-JigokuMap Packs for Unreal Tournament 3
Internal Coördination of the UOF4 Low Poly Map Pack
Thanks, for my first ever ut3 level I'm quite happy with what I've got so far. I've put in ambient sound for the wind, torches and water, as well as the music.Just one small issue with scale:
Edit: Argh... I can't tell what's right or wrong actually...
Is the Krall too small... or is the player's camera too high? Whatever it is I want to fix it.
So long as you don't mind me continuing with my own project here and releasing this project as a standalone, I have no problem with you using anything of mine in Legacy. I read an article on level streaming, apparantly it's possible to make levels transition with loading screens?
Lord_PorkSword wrote:I get more and more impressed with each screenie M8! ....
I get more and more impressed with each screenie M8! ....
cant tell it better...and i m impressed since 1st screenie !
No probs with stand alone release's before Legacy M8!I'd probably just tweak them to level stream from my level's that go before or after!
Don't be surprised if I do my own versions of Sunspire and Sunspire Village though M8! Of all maps I'm rather keen to work on those!
Otherwise if I'm as impressed with your versions as I am so far with what you've shown then I may not make my own remakes!
u re mastering the darkness...and.... i like the darkness!....ur work is very impressive............
Cheers, yes the darkness hides many secrets. ;)
Edit: I was going to have lighting like this:Which do you or others like more?
Stevie's cornerA blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.All UT4 CTF custom maps. All UT4 remakes. UE4 links (guide, tut). UE4 resources, Software tools & resources.
I meant which lighting did you like better, the blue night time or the red dusk? :)
Nichts wäret ewiglich, nur die Natur bleibt bestehen.
Hey, Winter Dragon, I found this method you can use to fake global illumination in UT3 without the need of ambient lights.You hold Ctrl+L and click on a part of the level - It'll create a radiosity-esque light the exact color of the texel you clicked on. You could fill the level with these to simulate light bounces. You could place some of these lights before you build, and add more before the next time you build the lighting. Every time you do so would be like another light bounce - First build for just direct lighting, another build where some of these lights are added for a first bounce, another one for the second bounce, and so on.I really think you could use this to help you.
And believe me, I tried this technique on several maps and it ran at a very smooth framerate ingame.
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UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here