LPS, I could try to get the original Skaarj into Blender, but it will not be rigged anymore if I do so which would mean you will have to create own animations that resemble the original ones. Do you still want it just in case? It requires just one material for the whole body and head and I bet with Malk's magic hand it might turn into a really great model. :)
Just played with 1.1 & damn, all of those visuals & sounds effects / animations & announcer everywhere is sooooooooooooooooooooo nice !!! Immersion is awesome !
I didn't encounter any bugs except the ones you mention in the first post. You've really improved your kismet skills with this Unreal remake bud :D
I'm impress, great work m8 & keep it up :)
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Lord PorkSword, now you also have a reason to remake the Nali castle flyby; Alexander Brandon himself made a surprise for all of his fans and all of the Unreal fans alike; He remastered Flightcastle, and uploaded it onto SoundCloud as "Flightcastle 2.0". Would work brilliant with the flyby in the Legacy mod.
It's been a few weeks since my last update due to distractions known as Mass Effect 3 and Battlefield 3 and I've also been working on getting mAlkAv!An's superb Skaarj model working ingame.
Being a complete n00b for custom character intergration into UT3 it has been a long interesting journey... I'm slowly getting there though...
For now here's two screenies of Malk's Skaarj model!
-- Edited by Lord_PorkSword on Friday 6th of April 2012 05:35:17 AM
I registered to say that I am a huge fan of the original Unreal series and the custom maps/mods made for it. It has always bummed me out how under appreciated the game is. It is very exiting to see that there is somebody who is working on a project like this. I look forward to seeing how far you go with this, it would be awesome if you could finish it. Keep it up!
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i hope someone from epic can see thoses last picts....just to (re)motivate em to work with solid content on their next "PC only" title...i m asskicked each time i watch this skaarj in Micks map...the pict of the year for me!...i want to walk there and if possible with ma shock riffle this time!!muhahahaha....missing home
Yup, but first, this was meant to be a hut, so here you need to add less detail, to show that the resident is a simple Nali Villager that doesn't have the rank to have all these pillars and decorations. In the original game the Nali who lived in there was poor like most other Nalis seen in the game. And second, you really need to make the tarydium blue. Tarydium appears even in UT3, and it's blue in there as well.
Well don't you think it's up to LPS? You know this is not intended to be a faithful remake. Build your own map with blue tarydium and everyone is happy.
-- Edited by mAlkAv!An on Sunday 15th of April 2012 04:49:58 PM
Yup, but first, this was meant to be a hut, so here you need to add less detail, to show that the resident is a simple Nali Villager that doesn't have the rank to have all these pillars and decorations. In the original game the Nali who lived in there was poor like most other Nalis seen in the game. And second, you really need to make the tarydium blue. Tarydium appears even in UT3, and it's blue in there as well.
As Malk commented, this is an inspired remake where I take liberties to add my own personal touches and change what I want to change. My main priority is to keep the story intact while having creative freedom on the visual side of things!
I will say that while I am tempted to go back to blue for the Tarydium don't expect to see Nali huts like the orginal in my remake!
It's missing some life, I think birds would do a lot. An idea: Create an emitter with bird sprites, either take a screenshot of one of these birds and add an alpha channel or import the eagle texture from UT2004.
i like the three picts but the last two really show how huge is the improvement between the two versions....the rikker....the cliffs....the sky....omg....quite 15 years between the two.....only 15 years??? lol^^nice
do u plane to add some exotic vegetation, i see a sort of palm tree with a mini-baobab tronc on the 2nd original picture....it can add a nice touch to mix exotic plants with classical ones in your work.....perhaps u also did it
Some great progress there, well done. The only thing I comment on is the water falls (last pic) the white water seem to contrast too much, imho. Perhaps tinting with some subtle aqua blue/greens may fit better. And the moon poking out from behind the clouds could use some more contrast, what do your reckon?
Hey lOrd! I stayed like an old owl looking those awesome screens and that updated twist on the rocks crystal, flying rocks and so on For a single person workin alone gives respect to your effort mate!
In my version the hallways are a lot longer to cater for the change in the terrain! They exits are in roughly the same places as the original! The lighting on the pic has been improved from the lighting in the post above!
Outside lower area:
Unreal:
Legacy:
Size wise my version of this area is a bit smaller(or in other cases larger or longer etc..) with dense vegetation! As mentioned before all vegetation has varying degrees of waving in the wind!
Custom grasses are from mAlkAv!An's assets! Custom plants are from Nobiax's assets!
Tarydium Cave side exit:
Unreal:
Legacy:
Taryduim Cave:
Unreal:
Legacy:
The shade of blue is not final so it will change. The cystals also pulse in intensity and have glowing particles around them! I'm going with the concept that the Tarydium changes state(and 'properties') when exposed to dense open atmosphere hence the green and blue varieties
Boxes are from mAlkAv!An's custom assets!
Unfortunately I'm pushing the editor to it's limits with lightmap usage. Compiling and level saving crashes are occuring quite often if I push it any higher!
Hope ya like tha pics!
-- Edited by Lord_PorkSword on Saturday 16th of June 2012 05:00:16 AM
I'm not if sure splitting up the custom assets will help. The crashes are occuring during compiling time. I wonder if having more than 8gig of ram will help(I have 6, my laptop has 8...and it still crashes).
I've noticed that the compiler will crash around 90-94%ish mem usage. Maybe 12gig would do it. ...all i need is a PC with 12gig of ram to test!
Other alternative is to compile via XP. XP seems a bit more stable with massive lightmaps compared to Win7 I've found. I'll test this theory next week!
-- Edited by Lord_PorkSword on Saturday 16th of June 2012 03:18:15 PM
I always like when you compare both game so we can really see your version :)
It's all very nice m8 & it's great to look at those pics.
For lightmap problem, it is only 1 huge map (1 UT3 file) which you "cut" into sections or various files ? Maybe if it is 1 map per chapter you won't have any problem ? So you can put all custom assets into an external package & it's fine since this is a MOD after all :D
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