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Sticky Topic Unrealty (Read 1688 times)
han
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Unrealty
Jul 17th, 2015 at 4:21pm
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Unrealty



Description:
Unrealty is a realtime visualisation software based on Unreal Engine. It seems to have used some scheme of having a (free) client, a (non free) Editor of which a Demo versions exists and content packs termed locales, which are basically *.umod files with another file extension.

Developer:
Perilith Industrielle

Engine Version:
405b (Unicode)

Information:
https://web.archive.org/web/*/http://www.unrealty.net/
http://old.hirevito.com/oldportfolio/unrealty/
http://old.hirevito.com/oldportfolio/unrealty/vsmm99/
http://cs.gmu.edu/~jchen/graphics/book/tools/unrealty.htm

Downloads:
UnrealtyClient-v101.exe: https://web.archive.org/web/20050205194559/http://www.unrealty.net/UnrealtyClien...
EditorDemo-v101.zip: http://ut.noccer.de/Tools/EditorDemo-v101.zip
UnrealtyForMacOS.sit: https://web.archive.org/web/20030407074839/http://www.unrealty.net/UnrealtyForMa...

Unrealty locales:
Virtual International Space Station: https://web.archive.org/web/*/http://commercial.hq.nasa.gov/viss/download.html
VISS-v1.zip: https://web.archive.org/web/20020618094034/http://science.ksc.nasa.gov/mirrors/g...
VISS-v2.zip: https://web.archive.org/web/20040309084630/http://science.ksc.nasa.gov/mirrors/g...

Mouse Tutorial:
MouseTutorial-v101.zip

List of Software using Unrealty:
Virtual Reality Notre-Dame: A Real-Time Virtual Reconstruction

Notes:
Apparently the EditorDemo uses neither an UnrealEd 1 nor UnrealEd 2, but sth. which was developed between these two called 'NewEd'.
« Last Edit: Feb 14th, 2017 at 7:05pm by han »  

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Leo T_C_K
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Re: Unrealty
Reply #1 - Feb 14th, 2017 at 9:29pm
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We already know the "NewEd" from xcom alliance and there was a lost version of Unreal 222 or something which had it too. I didn't see that one but Delacroix did. He told me once about it. But all the download links were gone.
  

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Re: Unrealty
Reply #2 - Feb 15th, 2017 at 9:13am
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Leo T_C_K wrote on Feb 14th, 2017 at 9:29pm:
We already know the "NewEd" from xcom alliance and there was a lost version of Unreal 222 or something which had it too. I didn't see that one but Delacroix did. He told me once about it. But all the download links were gone.

Though this newed does seem different....Why can't I edit my posts? :x
  

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Re: Unrealty
Reply #3 - Feb 15th, 2017 at 7:04pm
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You've been hacked, someone else logged in more recently than you so you have to use "update session" to edit your posts again.
  
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perilithvito
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Re: Unrealty
Reply #4 - May 15th, 2017 at 4:43pm
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Hi, all, Smirftsch asked me to post here.  I'm Vitorio, founder of Unrealty and Perilith Industrielle.

Quote:
Apparently the EditorDemo uses neither an UnrealEd 1 nor UnrealEd 2, but sth. which was developed between these two called 'NewEd'.


I'm sure you all remember that the original editor was written in Visual Basic.  This wasn't super-reliable to work with, especially if we wanted to distribute it to people used to professional CAD and 3D modeling programs like AutoCAD and the like.

So, Andrew Scheidecker, who would later go on to work for Epic, wrote UnrealtyEd.  I don't recall if he had already started working on it for himself, or if some of that code also later became the basis for UnrealEd 2, or if it was always completely independent.

GreyGore, who I think also ran an Unreal fansite at the time, wrote the manual for it.

In the EditorDemo zip, Help/Editor/About.html has full credits.

I recently dug up a bunch of old locales, if anyone's interested in seeing them.

I guess, uh, AMA?
  
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han
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Re: Unrealty
Reply #5 - May 15th, 2017 at 6:04pm
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Sure, would love to see the locales, I spent quite some time trying to get hold of them...
  

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han
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Re: Unrealty
Reply #6 - May 15th, 2017 at 6:45pm
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Quote:
I guess, uh, AMA?

Okay I came up with some questions.

(i) How is VRND related to Unrealty?
We had a bit of a disussion about it here:
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1437155240
So it would be nice to have so clarification about that, so I can update the overview post accordingly.

(ii) Would you allow me to hex edit the Editor Demo to remove the "Demo Version" display in Editor views and remove the 500kb file size limit? Or as an alternative maybe release the full editor instead of just the demo version of it.

(iii) Would you release some kind of PubSrc for Unrealy 405b like Epic/ION/Human Head did for Unreal/UT/Deus Ex/Rune? Basically headers for Core/Engine and Window package would be enough, headers for Editor package would be also nice (ION did release Editor headers before btw.). So one could without much effort compile another Launcher and RenDevs for it, etc.
WinDrv package source would also certainly be on my (resonable) wishlist, though unreleased before, it shouldn't contain to much fancy things and XDrv and SDLDrv were also released before. But this is certainly the one package which causes the most troubles and issues nowadays for the UE1 games. So would be nice to have sth. there as a maintainable replacement.

(iv)
Okay, now here comes the big question: So basically Andrew wrote UnrealityEd for you company, so you basically own the copyright on this UnrealityEd source. Would you release it? I was (mostly) last year experimenting a bit with an UnrealEd 1 replacement (mostly with Nerf and Deus Ex in mind). Basically starting of with the normal game launcher source. Most of the work at that time went into reimplementing the main menu and sub menus, but at some point I again tended to other things again. My main issues left to solve are basically how I would get the (currently) free standing editor views into some common main application window and how to best deal with modeless dialogs. Though these problems are certainly not to hard to solve, but it would certainly solve me a lot of work to either use UnrealyEd source as a base for further developments in this direction or at least as a reference.
  

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Re: Unrealty
Reply #7 - May 17th, 2017 at 5:26am
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Hi, okay!  I'll see what I can do about putting the locales somewhere reasonable, as well as the original prototype/demo (requires Unreal 1 and is set up as a mod), and the Linux version of the client.

(i) VRND was totally independent.  Bob Berry (now founder of Uber Entertainment) and Vic DeLeon (now at Highwire) were working on it well before I got involved, and they kind of mentored me through the paper submission process for VSMM'99, the conference we all presented at.  They had their own license for it, and I contributed Unrealty's tour guide code at the very end, which controlled the monk walking around the space.  Unrealty didn't get its own license until the following year I don't think.

We did later port the map itself, but not the monk tour guide, and I don't know how much work that would be, or if it's even possible without the source assets.

(ii) So, I get the historical value of having the full version of UnrealtyEd available, but from a practical perspective, after UnrealEd 2 came out, we actually recommended people build in that, and just import the T3D file into UnrealtyEd for texturing, lighting, movers, and setting up the Tour Guide and such.

I do have the full version binaries, so no point in hex editing it.

(iii) We just went through this exercise, and the full, final Unrealty source is definitely lost.  There were four people who definitely had it, and all of four of us have lost it over time.  I don't know that we could reconstruct PubSrc from what we have.

Also, probably not realistic for any licensee to release anything from the core engine beyond what Epic has already released.  Epic's who you want to pressure ask.  Smiley

(iv) Uh, yes, I guess, in theory, I could release the UnrealtyEd source, since afaik it's totally independent.  I'm not sure I could tell what's UnrealtyEd and what's core engine source, though, again, since we don't have the final source, or source control, or anything, just some zip files of diffs against 405b.

If I were to work on an Unreal 1 editor today, I'd probably make something that generated really nice T3D files and just import that into UnrealEd 2.
  
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Re: Unrealty
Reply #8 - May 17th, 2017 at 5:58am
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it's damn sad to hear you lost the final sources, but if you can hand us- or me (since I have an NDA and the code) these diff's of yours, I'm sure, I can check it out Smiley
  

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Re: Unrealty
Reply #9 - Jun 12th, 2017 at 12:36pm
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Okay, after a lot of effort, I recovered the unrealty.net domain name from squatters, and I've put some files back in their original places.

Here are the clients, including the never-officially-released Linux client.  (Note that there's no .uloc installer on Linux, maybe umodpack or umod extractor will work?)



Here's the original Unrealty demo, built as an Unreal 1 mod.  The installer copies files off an original Unreal 1 CD, updates them to v225f, and then patches it to say Unrealty-related things in places.  This was done with Epic's permission ahead of our full license, but since it depends on Unreal 1, can't be redistributed standalone (and doesn't work on top of the final version of Unrealty).  There were also optional S3TC high-res texture packages.



Here are some locales.  Not all are packaged as .uloc files; you'll have to copy the packages into the right folders.


  
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