This 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 - started ISV Kran (Deck 4) - pending ISV Kran (Decks 3 and 2) - pending ISV Kran (Deck 1) - pending Spire Village - pending The Sunspire - pending Gateway to Na Pali (aka Sky Caves) - pending Na Pali Haven (aka Sky Town) - pending
'The Trench'
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:
A mountain path between the temple exit and the trench/ISV Kran. (Will help with performance)
Small Nali settlement and cave somewhere for the player to explore. (Maybe an alternative route to get to the Trench.)
The Sunspire and sky islands will be visible in the skydome.
Make the trench partly overgrown with vegetation, as the ISV Kran crashed at least 2 months before the player finds it, according to a log entry found on the ISV Kran.[1]
[1]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.
Previous updates:
Spoiler
August 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
-- Edited by Winter Dragon on Friday 16th of November 2012 12:20:26 AM
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.
-- Edited by Winter Dragon on Sunday 9th of September 2012 10:16:24 AM
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?
-- Edited by Winter Dragon on Sunday 9th of September 2012 05:35:14 PM
I get more and more impressed with each screenie M8! If ya don't mind I wouldn't mind using ya levels as part of the Legacy mod! That'll save me time and I'd be honoured if you are interested in this? I just hope I get far enough into the remake to add ya levels to the 'chain'!
damn....i cant tell....tbh i like both...the red is more original and it s like we can feel lighting coming from the planet ....and the blue is more eyecandy (in a classical pov)...
Very nice effort. The blue feels better for me. on a side note I do like the first on (red) - initially I thought it was created by a fog vol or painted into the sky dome...
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.
-- Edited by iLikeTheUDK on Tuesday 2nd of October 2012 02:56:05 PM
Blue night here as well, that's what I would call faithful in looks and you seem to be doing a good job capturing the Unreal feel! I think I've never seen this many people remaking Unreal maps for single player and coop purposes! 3 people here on UOF and then there was a small team of russian modders doing a UT3 mod with a 1-1 conversion of Unreal if I recall correctly, where they made textures into static meshes and S3TC textures with bump maps!
I guess, if this doesn't make Epic realize how popular the original Unreal franchise is even in these days of shrinking popularity and less and less players, then all hope is gone!
Oh and don't forget to add collision to Nobiax' palms with blocking volumes, they seem to lack proper collision and full collision makes the leaves block weapons and pawns.