You are probably asking yourself "What is this?", am I right? Well, let me tell you this story:
Once upon a time, there was a guy called Sly. who wanted to become more skilled with Unreal Engine 3, so he started to make a testmap, his first map in UE3 and first map in UT3.
Since he thinks it would be a nice thing if Epic would pay more attention to the Unreal series and develop a faithful remake of Unreal 1 or make Unreal 3, he decided that the Vortex Rikers should be his testmap. Seeing that the community seemed to like the screenshots, he decided that it might be nice to remake the following few maps as well.
Remakes of the first few maps up to (incl.) "Sacred Passage". This means 4-5 maps in total: Vortex Rikers - Ny Leve Falls - Rrajigar Mines (either as one or two maps) - Sacred Passage
Proper remakes of monsters (Skaarj/Manta/Brute at least).
Proper remakes of weapons (Dispersion Pistol/Automag/Stinger at least).
Proper remake of the inventory system.
Proper remake of HUD.
Depending on motivation, community support and so on, I'll see if I'm going to continue and make more or not, but I will definitely remake the planned maps and release them one after the other.
I started about at the same time as Lord PorkSword with his Legacy remake (an inspired remake of Unreal within UT3), however, real life can be quite stressy and consume a lot of time, so progress was quite slow and I'm not yet entirely done with the Vortex Rikers as you can see. It's mostly Kismet and some touch-ups (like 2 - 4 missing textures) that are left though.
Yes. However, I do not accept any money for this, do not want to and I must not!
Moreover, I would like to create the maps myself as I want to learn proper mapping in Unreal Engine 3 this way.
It would be very nice, if you could provide me assets though. Whether directly or indirectly, that doesn't matter as long as you can help me! Support is more than welcome!
You can link me to something that you found fitting for this remake. I will check it out and consider it. For this, you can simply PM me the link on this forum, Epic Games forum or Old Unreal.
You might have noticed that I have asked whether I can use certain assets in a project of mine on a few threads at Old Unreal featuring HD models/items for Unreal, now you know why. If you want to support me and have something in the works that this remake could profit from, I would be pleased if I could make use of it. If you have something that I could use, same applies here: Please PM me.
Thanks in advance!
Will you credit me, if I help you?
Yes, of course I will.
Whoever helps me deserves to be mentioned in the project's/individual map's readme, its thread(s) and eventually, you could find an easteregg referencing you in one of the maps... who knows?
When will you credit me?
Once a map is done, I'll add you to its credits section.
If you contributed to the entire project (for example by providing a weapon or monster model, code or more), I will add you to the Special Thanks part. Of course, it does not make much sense to credit someone in advance.
In case I should forget to credit you, please let me know. It should not happen as I keep track of people who help me, but one can never know.
Why don't you remake Unreal in UDK? It has a newer version of Unreal Engine 3 and thus better visuals than UT3.
I must not.
The Unreal trademark, the series and the logo belongs to Epic and the EULA of the UDK clearly states that I must not make any Unreal game with it and I am not allowed to remake one.
Other than that, I have much more assets in UT3 and most of the weapon code that one could need for Unreal weapons, the UDK has just a limited range of Unreal Tournament 3 weapons that one could have used as a base and much less static meshes and textures. I would have liked to use the pretty visuals of the UDK though.
I am only allowed to remake Unreal content/the game within another Unreal series game and I chose UT3 since it is the most recent one. Only as a mod it is legal.
The looks and technology of Unreal seem obsolete to me, why don't you update its looks and make it more high-tech?
I could, but I will not.
Lord PorkSword's remake "Legacy" is an inspired remake. Layouts of maps are the same, however, the looks are updated, CRT screens replaced with holograms and so on. You should check it out if you do not like the "original" looks of Unreal on a newer engine (link below). Personally, I wanted to recreate the looks of Unreal mostly with UT3 assets and make players relive the beauty of the original Unreal as it was intended to be, I wanted to answer the age-old question "What would Unreal look like on a newer Unreal Engine?" and this is how I imagine it. Furthermore, I make use of the original sounds and music for this remake.
If you have interest in beta testing, let me know!
Beta testers will be credited in the Credits part under the name of the map(s) they tested.
A map will be tested privately once it is 100% done. Moreover, if I release a map to the public as a final version, I will let you know by adding [Public] containing a link to the archive with map and related files in the progress section of this thread.
If you have further questions, please ask in this thread!
It is clear to see, where you want to go with your ideas and so far you have made a promising job, even when there is still a long and hard path to go. Just take your time and give your best. So far, things look very familiar to me, like home sweet home. I'm looking forward to your progress!
Despite that, take a look at the past and try to make the same things, in order to get the best feeling. Screenshots might be very useful. Just a idea by me. ;)
WOW!! Legacy was good but this is amazing! This remake really does the original justice. Have a look what theyve done with the anniversary version of Halo, any fan of the original Halo will love what theyve done. This is definately the way to go with UNREAL HD. Great work!!
This project is even older than Legacy (maybe like half a year older?) but I didn't spend as much time on it as LPS on his remake, mostly due to lack of motivation when I had no idea what static meshes to use to decorate it to make it look better, but keeping the style of the original game.
LPS' remake inspired me with the visuals though (the wall meshing was inspired, but I added my own touch to it), thanks for that!
Well, GnrlSpecific, I am one of those who love faithful remakes, e.g. I like the remake of Ocarina of Time and Lylat Wars (aka Starfox 64) for the 3DS or ICO and Shadow of the Collossus for PS3 because they have the same style and atmosphere as the original. And this project shall help me to understand Unreal Engine 3 better as I'm new to it and try to convince Epic that a simple remake of Unreal just with pumped up graphics will have many people who will love it and play it. I was working with UE1 and UE2 before and I think I can master them pretty well, but this engine generation is a brand new thing to me. I'll also try to work with some dust emitters (just don't know how, I know how to kake them fitting for outdoor levels but didn't try to make one for indoor levels..), maybe add some fog on the ground of the prison block (as it was in the Unreal beta) to add some more detail and try to do other stuff to make it look more appealing.
Thanks for pointing that out Heimdallr! I'll see what I can do, I'm sticking to the original and try to immitate the lighting of the original level, which is kinda hard as the lighting methods/settings are pretty different in Unreal Engine 3 so on some parts I have to put some more work into it. Guess you pointed out the flawed ones. Thanks!
Thank you, VaLkyR Anubis. In fact, I'm working with the Unreal Editor 2 (as the UEd1 doesn't work on Win7 anymore >:( ) in the background and always compare if I did something right. I once even mixed up the original with my remake... was just tired and have almost overwritten the original map. Thanks goodness I noticed it on time!
Just a small update to show I still care and still work on this little baby.
Players might recognize this part. Hope that I cought the original atmosphere. Need to create the lighting for the basic geometry behind the door yet and decorate everything behind that spot.
We'd have to make a full model from EE's parts, in Blender or Maya etc.., before we could use them. I'm not sure how easy this is to do though or if that's possible.
As a backup plan Sly has pointed us to another full Skaarj model that could be used with some tweaking.
-- Edited by Lord_PorkSword on Monday 13th of February 2012 11:40:32 PM
We should also modify some of the diffuse and specular textures as well as make new ones to fit the originals more using Photoshop, Illustrator or GIMP.
And Sly, do you have Unreal 227 installed? An actual 227 patch is made by Smirfsch from OldUnreal forums and is available for download in there.
-- Edited by iLikeTheUDK on Friday 17th of February 2012 10:07:49 AM
(Actually, there are already 2 versions supporting it - 2.27g and 2.27h).
And it actually updates the editor from UnrealEd 1.0 to 2.1 (a modified 2.0 from the year 2000 - Probably made for an early version of Unreal Engine 2, whose primary development mainly surrounded that year)
-- Edited by iLikeTheUDK on Saturday 18th of February 2012 10:03:52 AM
Oh, and I've got an idea about who can help us with the models: Qtit. in his signature in OldUnreal forums there's a hi-poly face render of a Skaarj Warrior, and apparently he did it himself.
-- Edited by iLikeTheUDK on Tuesday 27th of March 2012 02:57:59 PM
I'm sure he'll be back soon, sometimes you do so much on something you just gotta take a break, or just do something else for a bit - or you just become tired of working on it.
lol...yeah but if my old memory is not too buggy he told us about two weeks or so...so for sure he ll be back soon to feed all the unreal hungry mates... haha
Will be back soon at the end of the week, I'm home by now but I need a break, just a time without really doing anything, bit of silence, music, drawing, guitar playing and other stuff. Then I'll get back to work.
Yep, I've continued work on the Rikers, will post some additional screenshots by the end of the week, then I hope that I will have the lighting fixed in that vent room.
I'm sorry I didn't keep you all up to date, real life was eating up all my time, I barely had time to visit the forums anymore. I'm currently back on track and working on it, I'm close to having a somewhat acceptable lighting on the walls of that room, screenshots will follow once it's fixed.
Yup, quite a big update soon (no time specified as I seem to suck at predicting when I will do something ), I hope you guys will like it! Those little Kismet games is what I currently have to do and I can't manage to make a realistically looking broken hallway... Might have to do that in Blender if I won't be able to do that in another way.
The only major problem I have now is the Skaarj and dyamic lights as I didn't even yet take a look at dynamic lighting in UE3, but iIrc it has to be done through Kismet. Bummer that they will probably never return to the old practical system from UE1 and UE2... (UE1 had the best dynamic lighting tbh)
I even have your tutorial in my bookmarks, just noticed that, it was just lost in the first few I set after PC change. I should clean up now that I won't need some Blender tutorials anymore. But I'm so laaaaazy...
The package with the Skaarj would be truly nice - oh and please remind me to update that archive I wanted to send to malk for the monsters (Brute and such), I seem to forget that everytime. I'll be gone for a while soon and return later today, otherwise I would do it now, now that I remember it again. lol
This looks very interesting and I am curious to see where this is headed! Keep up the good work! Unreal 1 provided me some of the most memorable gaming moments in my life, I'd love to see (at least some of it) on Unreal Engine 3. ;)
I made a lot of progress the past days and a private beta is being tested here at the UOF forums.
To summerize what's still missing:
- Skaarj
- Dispersion Pistol (using the Link Gun for now due to some similarities)
- Automag ammo clips
- Classic health packs and bandages such as an old armor
- Translator messages (eventually I might have to do them with a workaround by projecting a material on the HUD - which would mean that the translator would have a bunch of textures increasing map size as it would be one for each message...)
- Earthquakes and some (still) non-converted sounds
- Some textures (using placeholders)
- Breaking glass emitters
- Corpses that obey to the force of your gun and fear the power of explosions! (= Ragdolls that you can gib, I'm using regular ragdolls and skeletal meshes instead)
- Lens flares (as a replacement for the missing coronas. I don't like to have just bloom, a combination of a flare and bloom looks much better imho. Unfortunately the editor crashes much more than UEd1 - especially when working with lens flares...)
What was done since my last update:
- 88 damage at startup decreasing your hp to 12 (might be still a bit buggy)
- Dynamic lights (almost all except for the shot-flashes and the flashing fan light as I'll try a different approach there)
- All explosions (unless I missed some)
- Health packs and armor that can only be picked up once
- A new take on some parts of the lighting of the map (it resembles the original much better now)
- The corridor that leads to Ny Leve
I admit, it could have been more progress, but rebuilds take a long time. I mean it.
- i cannot get a coherent response (pm's now locked) so i guess this person is a 'shameless self-promo or loner' sort've person or maybe simplydue to language barriers.
It should be ok to use the weapon & source though based on the initial responses/permissions i received.
** and of course Lord Pork_Sword's version as well
Armour, bandages etc:
& hundreds of other models exported and ready for 3ds max , but again LPS has those we can share to save time and effort- same for the HUD
- i would like to start looking at code for e.g. Diving Suit
Glass emmiters & len's flares:
i have my PhysX and normal versions to start from as templates: (see any of my maps)
http://www.youtube.com/watch?v=x1WjH2nPz2c
more stuff:
it starts getting interesting with the other stuff i have done and the amount of stuff available online
Next steps:
i see benefits in adding small lists and slowly crossing/ ticking things off
Personally i have decided i am going to keep very close to the original- "a functional port of the game" the exact same blocky shape and feel but with some added details and the like.
The amount of work involved is staggering, even if i was to speed map it professionally in BSP it would take a few months so for this reason i am making some stern design decisions and using particular methods to achieve a complete game
(would like to show examples if people are interested)
I just began to work on the textures for my automag model again the other day. It's designed for the UE4 material system but should also work well for UT3 with some adjustments, http://abload.de/img/ut_automag_002vtk9r.jpg
Looking back at the dispersion pistol I like it less every time. The overall blocky design does not make much sense and the model is somewhat weak from a technical and artistic point of of view.
I just began to work on the textures for my automag model again the other day. It's designed for the UE4 material system but should also work well for UT3 with some adjustments, http://abload.de/img/ut_automag_002vtk9r.jpg
Looking back at the dispersion pistol I like it less every time. The overall blocky design does not make much sense and the model is somewhat weak from a technical and artistic point of of view.
Superb, as always
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I just began to work on the textures for my automag model again the other day. It's designed for the UE4 material system but should also work well for UT3 with some adjustments, http://abload.de/img/ut_automag_002vtk9r.jpg
Looking back at the dispersion pistol I like it less every time. The overall blocky design does not make much sense and the model is somewhat weak from a technical and artistic point of of view.
Superb, as always
haha ...sure..."by Malkavian" is now a quality label....quite the same feeling when he was kicking my butt on UT2k4 ...a large open mouth...."how did he do that ????"
@ mAlkAv!An: what method do you use for obtaining your texture templates? Please tell... - render2texture?/- UV unwrap?/- manual UV unwrap?/- material ID's? what i do: - im just going with what's suitable per/mesh but i discovered if you add lights and use render2texure that works well for the texture, but you still need a UV.
what i would like to do (more pro ?): - i want my UV's to be the same layout as my texture so i only require 1 channel - Can you give a quick tip please.
Update: (Vortex.unr:)
Total BSP remake = approx 75% reduction from original BSP (1000 to 250).
it's basically just the core Subtractive with no BSP spilts anymore :) & probably all Additive BSP is now Mesh with Lightmaps, you would not tell, it just looks and performs much better.
Estimate = approx 100 mesh will be used [probably less], only a handful left to do. - these are initial converts with some with fixes if needed.
Vortex2.unr 1st pass is done
This image shows:
an example of what was a BSP Electric chair, converted to a model, then remade from scratch using the template.
the image also includes examples of The texture templates ready for the upgraded/ original textures. This was done because the Original Computer and lights had misaligned textures(on the right hand side you can see the blue light texture from original ready to be remade on teh new mesh.) & some mesh can now be used multiple times using alpha channels to fit new textures.
the metal pole with circle bumps on it is the same mesh, much better than lots of bsp right?
The floor texture will be yellow, but its a 50% done example of the texture upgrades- same as original.
The walls are Subtracted BSp, i am considering also making these out of mesh to improve lighting.
- now im going for production quality, which is good quality, but actually getting the job done. It's going well & i can almost give an estimated deadline for completion. I think if everyone did it they would all want a slightly different thing, if i remake the game 100% replica but with Mesh, people will have an amazing Source pack to continue and to do whatever they wish.
http://s9.postimg.org/kjl1o9l0f/Example2.jpg
I like the idea of the exact same game just built really well, fixed BSP's amazing lighting and shadows, static mesh etc...but with an option like halo to change original Game to the upgraded version, it seems to work, you can load dynamically the entire Vortex map Mesh, then switch with Key input to totally different mesh. We all know we can make it rain, material instances cover everything else we need so its easily achieved.
Sticking to the original & using my method has huge benefits for things like this, they are both realistic and easily achievable goals, with a fast production and amazing end result
people like mAlkAv!An can then provide high quality pro 3D models when they have time & we really have a great build...
p.s. the pack will be available so people can pick a mesh or texture so who wants to do what?
-- Edited by TKBS on Friday 27th of June 2014 12:52:43 AM
-- Edited by TKBS on Friday 27th of June 2014 01:02:39 AM
The door was a weird shape from the original bsp, i used a "line" method to remake a new 3d model (again im not a modeller but i think it's acceptable, like the original but a bit better & avoids the OCD mentioned by Sly :) ?)
- @ LordPork_Sword
i will also soon upload a video that will show you that he Can make 3D models for his UE4 map using this same method simple quick method, you have the skills you just don't realise it or know how to make them into models ... when you said
"im not a modeller so it will be mainly BSP"- & i realised wow i have the same mentally :( i also suck at 3d models lol
... so i thought ffs sake LPS we need to improve on this right? we can't got o UE4 and say here's a BSP, (holp comments aside please time to up the game) and we can 3D model we just need to try it!
It's not about being as good as malk, he's epic, but it's about going that little extra just to get results like above, not amazing, but make me feel a bit better about the quality :)
- anyone agree or am i talking to myself :)?
-- Edited by TKBS on Friday 27th of June 2014 12:58:55 AM
-- Edited by TKBS on Friday 27th of June 2014 01:04:21 AM
These are just very rough estimates of certain aspects required.
They simply highlight what needs to be done and how long it could take.
Matinee Sequences:
Intro
End
Ui_Scenes
Triggers [500?]
Translator Messages [500 max?]
Movers & InterpActors
Lifts [100 max?]
Doors [100 max]
Characters
main pawn, skaarj, gas bag. for now these 3 are already in UT3...
But as for the other enemies this is something i really cannot do, i tried rigging characters but without someone who knows what they are doing im stuck.
Weapons:
and so on....
An example with UI_Scenes
500 UI_Scenes / 1 a day with a few breaks it would take 2 years :(
- again rough estimates but you know, i guess some days get 5 done and some days probably not be on PC just to be realistically finish it. etc.
If people can volunteer to do stuff that would be great. Even writing up what we need to do to get it done lol. Really don't wanna drop the project.
Quick Image:
2nd texture done, there is only a few on this map so 2 weeks to get it done.
again, nothing fancy, just an hour playing with an idea to get the job done... getting it done even it looks a little 'photoshopped'...
I am still not sure what direction to take (Feedback welcomed)
Options:
Exactly same images but with Normals
remakes with similar texture geometry
colourful like ut2004
or washed out like ut3.
.I guess all options are shown in the image at the moment, but i'd rather keep it simple until people give some input
-- Edited by TKBS on Sunday 29th of June 2014 08:15:03 PM
-- Edited by TKBS on Friday 5th of March 2021 11:37:29 AM
I would suggest to keep our maps separate, our styles (and scales) differ too much and if interlinked, it could look weird, almost as if I would link my maps to those of LPS, it just wouldn't work, but I'm absolutely in for sharing assets as long as they feel right in the setting! However, I intend to do some stuff myself to improve my skills.
TKBS, I suggest you combine normalmaps with remakes of textures. That way you will have the best visual result!
I intend to do some stuff myself to improve my skills."
Spoiler
Combine N maps - What do you mean?, please elaborate. A combination implies having 2 or more Textures to combine.
Are you asking me to create 2 or more varying normal patterns and use a Lerp?
... or are you asking to combine 2 normals without a lerp using the removal of the Blue superfluos data channel and a multiply or add expression?
My intentions were to simply work on the Diffuse channels, then at the end of each map compare my Own manual normal map creation skills with a few plugins like NVidia or Crazy Bump to see which would yield fast & good results.
Note:
Vortex2.unr is almost entirely made of metal, the use of Normal Textures can go 2 ways, Old and rustic with detail and bumps, Or clean and smooth with varying scratches and imapct bumps.
Metal:
should primarily be kept clean and smooth, given its structure and durability, however sometimes it is acceptable to have an OTT amount of rust/ degradation to sell the material as worn.
Again, whether i go clean or rustic is still an option, but given the current aim (get the job done) i guess the overall theme will be grungey.
p.s.i Had to use a desaturation Expression to get the approximate original result on the ceiling material yesterday, that was a painful experience.
and i probably should start my own thread now.. and watch it fail lol
-- Edited by TKBS on Friday 5th of March 2021 11:36:55 AM