top notch!....though the inclination of the roof is somehow weird...they are normally more angled on the top but hey.....arent we talking about nali huts
Here's another level progression series plus two close shots of the Vortex Rikers!
Hope yaz like it!
Original:
Legacy Progression:
Closer view of the Vortex Rikers!
This next shot shows the scale of the Vortex Rikers. I tried to scale it properly to avoid the tardis effect. (eg the physical size could sorta fit with the previous level size) You can see the player sized bot, in blue, to the right of the Rikers!
Really a tremendous effort m8 & everything look damn better. I really like the water material & the ship meshing plus the terrains painting & many other things :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
The Skaarj pics in this thread are mainly for testing purposes, partly due to the fact there's no skaarj in the Ny Leve's Falls map. Expect the Skaarj in the next map!
Unfortunately I don't have many skills in UT3 Character creation and the U2 Skaarj was provided by Malk as he was able to get a semi working model to me, from which I was able to get it ingame with more help from him. There's still a few issues with the model working correctly though. It has been put to the side for now so I can work on the level itself. The Krall was used in the Vortex final as the Skaarj model wasn't ready at the time.
I'd like to have all the original Unreal characters in this mod but for this to happen I need someone whose experienced in working with UT3 cutom characters, including moddeling, coding and animating the characters. This itself is quite a big task though.(probably bigger than making the levels)
If anyone reading this is interested and has the skills and enough free time then I'd be more than happy to get them onboard with this mod! We have a couple of models currently in progress that can be used as a starting base. The main priorities are the Tenticle creature and the Brute, followed by the flying bird, shark/big fish and rabbit creatures. I'd be happy with models made from scratch or if someone was able to rip the original models(plus animations) out of Unreal, bring them up to modernish standards(eg increase poly count and improve the skins) then get them working within UT3 so I can use them. This is how Malk's Skaarj model was made. The extra bonus for this as well is that Sly(and others) can use them in their remake/levels as well!
In addition to the characters a couple of folk here have been playing with remakes of the original weapons as well. I'm very keen to get them included once more progress is made!
I give one warning... Currenly the map will eat older PC's for breakfast. There will most probably be a 'normal' version for older PC's and an 'Ultra' version for high end rigs! I want to go down this path as I don't want to sacrifice visual quality for aging hardware!
I started the livejournal community Unreal Games years ago, at the time I thought interest in the series was waning, this was before ut2004 came out, and there were very few other active people posting. Nowadays it's just me and I've made it my own unofficial Unreal/UT site.
.... Oh my goodness. If you redo Skytown (Na Pali Haven), not to mention the Spire levels but mostly Skytown, myself and I'm sure some others would be very grateful.
Thanx for posting Lady Thorunn! Admittidly I'd love to skip ahead and work on the more 'fun and interesting' maps but I'll be resisting as I want to make the maps in order. This way it'll feel more like a remake/game mod rather than seperate maps within a similar theme! Hopefully sometime in the future I'll get far enough in to work on those maps!
Looks great! Sorry for not saying so earlier, I've been following this thread (Sly's project too) before I registered here. How's the bit near rrarijigar entrance going?
Hey, there's this video game development company called Interceptor Entertainment who are remaking Apogee's "Rise of the Triad: Dark War" using Unreal Engine 3. I've been following that game on Facebook and once they posted that they're looking for a set dresser - That means the person who lays down all the static meshes, and adds all the geometry that's beyond the simple BSP that makes up the simple playing area. Take a look in there and see if you think you might want to work there.
Thanx for the heads up UDK! Due to my current hectic real life I cannot commit to any modding team/Dev company as my free time is somewhat erratic. The thought is nice though!
I should add that big credits are needed for mAlkAv!An as he's gone over quite a few materials and has given them his special touch! Honestly I'm not even too sure how the terrain material actually works(too confusing for me) but it looks great!
I'm still in awe that there are people out there where this game held similar, deep sentiments. Whenever I told or asked people about Unreal... Not Unreal Tournament or Unreal Championship... Just Unreal.... They would look at me like I had three eyes. It's unbelievably awesome that there are people like yourselves on this forum and elsewhere that re-create, and support, the 'comeback' of this gem of a game. It seems so few knew about it. I would shake all your hands in a sincere Thank You.
Hello Everybody, I'm new to this forum! Since the first UNREAL was released (=best game ever...), I always hoped that someone will make a mod with up to date graphics. Always watched developement of some other game-mods (e. g. the remakes of first Half Life-themes), but sadly, nothing was to read or to see about a Unreal 1 mod for UT 2004 or UT3.
@Lord_PorkSword:
Fantastic work, what you've done so far!!! In my opinion, it isn't necessary to have a hundred percent copy of the old game, it might be much more interesting to find some unknown locations, items and scenes, which were not part of the first game. Can't wait for some new w. i. p.-screens! Again: Very impressive work, so don't forget to make backups (please!!).
Thanx for dropping by M8! Unfortunately real life has gotten in the way recently but I'll resume working on the map sometime soon and will post some new screenies!
I've been aching for an Unreal remake for years, so finding this just made my day, work-in-progress or no.
On a side note, will we be able to use custom character models in Legacy? UT3 didn't have quite the varied character selection that UT2004 did, and custom characters brought back some of the old joy for me.
The multiplayer variants, of the Legacy maps, will work like any other UT3 maps so custom Characters will work as per norm. The single player version will spawn specific enemy models though. My hope is that some of the original enemy models will come across my hands so I can use them.
The multiplayer variants, of the Legacy maps, will work like any other UT3 maps so custom Characters will work as per norm. The single player version will spawn specific enemy models though. My hope is that some of the original enemy models will come across my hands so I can use them.
Guess I didn't phrase that one specifically, sorry. What I meant to ask was if we could use custom characters as the player model within the SP version - in other words, would I be able to run around in singleplayer as Malcolm or J.C. Denton, provided I had their models? Or will I be locked into a preset character model in singleplayer?
The multiplayer variants, of the Legacy maps, will work like any other UT3 maps so custom Characters will work as per norm. The single player version will spawn specific enemy models though. My hope is that some of the original enemy models will come across my hands so I can use them.
Guess I didn't phrase that one specifically, sorry. What I meant to ask was if we could use custom characters as the player model within the SP version - in other words, would I be able to run around in singleplayer as Malcolm or J.C. Denton, provided I had their models? Or will I be locked into a preset character model in singleplayer?
Ahh Sorry M8! Currently the Mod uses whatever you've set ya player character to!
Makes me always speechless when I take a look at this work, just because it is breathtaking! Honestly, this remake will be a bomb and at the moment, it is a bomb already! :)
Makes me always speechless when I take a look at this work, just because it is breathtaking! Honestly, this remake will be a bomb and at the moment, it is a bomb already! :)
I am putting away the jokes for now and I simply bow to you. Respect. It looks amazing. I should not tell you this, I have no right, since you are doing all the work and all I do is talking under a certain nickname. But please follow this, maybe it will help you bring the 'missing feelings' in your reconstruction.
1. From the pictures I can see that the maps are full of life. Remember that romantic feeling the first Unreal game had? It looked good for that time, but... something was missing. Levels are too cold, too... I don't know how to explain, my english is not good when I have to use words specific to literature. First, all the levels keep the player alert. There is no "nali safe place hidden away up in the mountains, protected by some divinity where the player can rest and/or explore the area and there's no trace of skaarj evil". Please take this advice as a future project/"bonus map".
2. Nalis. All they do is pray, bow, levitate and go scared. They also have a limited set of words. Everything looks like "there's no hope". They just pray, go scared, levitate, show hidden stuff to the player, then complete ignoring everything else. At first I abandoned playing Unreal (after around 10 years) until I found "Operation: Na Pali" by Team Vortex. I falled in love again. I played that more times than Unreal 1 and Unreal return to Na Pali. Nalis somehow changed, they cooperate with the player. Also, because skaarj and mercs are enemies, the enemy of player's enemy is player's friend - Mercs are friendly to player - which is missing from original Unreal. We already have a small story line here and the player is no longer alone, except there's no other human. It makes your game more atractive.
Suggestions: - first, install UT1 and play that operation game from team vortex. Take a break from the games you are currently playing. Operation Na Pali is amazing with its huge, well designed wonderful levels. It will change your Unreal single player perspective and only then you will be able to understand what I am trying to say. - Nalis to be able to do more actions: sing, talk, say some prayers, interact with the player. Nali priests to invite the player to a "tribal conference" about the sky demons problem. Maybe in that bonus hideout level I mentioned earlier. Also, Nali children (not possible to be killed, invisible for the enemies). And I will ask you to imagine how a decent Nali girl should look like. This is one important thing missing from original Unreal. And I am NOT referring to the painting inside the temple of Vandora.
3. Animals: There were cows, rabbits, chicken hawks up in the air, and some other flying creature called... a "manta" if I remember. Nothing else. Some kind of Nali chicken will fill the missing stuff in a nali village. Snakes, lizards in Na Pali style.
Thank you for your patience. I hope you will bring the missing gameplay feelings to where they belong, and to put the Unreal single player to its correct place.