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Porting Levels

UnrealEd 2.1 (227i) and UnrealEd 2.2 (227j), for Unreal 227. With many additions, bugfixes and improvements. Ask mapping related questions, or give hints, tips and tricks.
kinetone
OldUnreal Member
Posts: 8
Joined: Wed May 29, 2024 7:50 am

Re: Porting Levels

Post by kinetone »


M07A - M07E fly/walkthrough something 8)
skyboxUniverse
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Joined: Tue Sep 24, 2024 7:24 pm

Re: Porting Levels

Post by skyboxUniverse »

Damn, this looks really good! How many maps did you get converted so far? Also the textures look sharper than the ones from the xbox build - did you upscale them? thumbsup
kinetone
OldUnreal Member
Posts: 8
Joined: Wed May 29, 2024 7:50 am

Re: Porting Levels

Post by kinetone »

I'm at M16A actually, but M17-M18 will be the hardest part, because the number of staticmeshes. A lot of them needed a manual yaw adjustment after importing the t3d-s.
Tremendous of time... Slowly but surely, I'll do it. Eliot's UeExplorer is now able to decompile the .U files. Sadly this territory is way beyond my expertee, so according the game dynamics and scripts I'm lost. The engine itself looks like UE2-ish (mixed ue2 warfare2226-2227? and ue2x). The engine part heavily modified, core likewise, thatswhy I think it will be very hard, if even its possible to make an ut2004 mod. Oh and the textures are the original ones. Maybe the whole things looks better, because of the resolution was 640*480 on the Xbox and what I recorded , it was at way much higher resolution.
kinetone
OldUnreal Member
Posts: 8
Joined: Wed May 29, 2024 7:50 am

Re: Porting Levels

Post by kinetone »



Training level in editor. For fun, I added major characters from the game. Recording during gameplay some surfaces and staticmeshes ate blinking and flickering, maybe later I'll post it.
Recently I'am at M17B. M16 levels are outdoorish mostly, includeed relative few staticmeshes, but with lot of scenes(which cannot be reproduced at the moment).
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Victor Delacroix
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Joined: Sun May 21, 2006 2:16 pm

Re: Porting Levels

Post by Victor Delacroix »

In UT2004 it will be way more faithful than in UE4 IMO. I'd love to see a PC conversion of this XBOX build. At least the worthless hoarder that doesn't want to share the real deal will no longer be anyone owning stuff that runs natively on PC. You go, man, you're doing God's work here and don't let anything stop you.
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Leo T_C_K
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Joined: Sat Aug 27, 2005 6:24 pm

Re: Porting Levels

Post by Leo T_C_K »

Victor Delacroix wrote: Wed Dec 04, 2024 1:16 pm In UT2004 it will be way more faithful than in UE4 IMO. I'd love to see a PC conversion of this XBOX build. At least the worthless hoarder that doesn't want to share the real deal will no longer be anyone owning stuff that runs natively on PC. You go, man, you're doing God's work here and don't let anything stop you.
Yea...isn't he also the same guy that has that ut2007 demo he showed on the channel or was that another guy? That thing is also not out there...that beta from 2006 or whatever it is.
kinetone
OldUnreal Member
Posts: 8
Joined: Wed May 29, 2024 7:50 am

Re: Porting Levels

Post by kinetone »



M17B test. An early and very primitive ai enemy pawns. Need to figure out how to make the staffweapon visible at the hands of pawns. Set the muzzle flashes correctly etc,etc
kinetone
OldUnreal Member
Posts: 8
Joined: Wed May 29, 2024 7:50 am

Re: Porting Levels

Post by kinetone »



M20A_test with transportring prototype. Merry Christmas!
kinetone
OldUnreal Member
Posts: 8
Joined: Wed May 29, 2024 7:50 am

Re: Porting Levels

Post by kinetone »


Managed to implement codes from original source , so destructable staticmeshes, gate, linked gate, dial home device(DHD), security door and door cardreader etc partly working. Anyway the AI seems quite evolved and complex, despite it is almost 20 years old! Simple fascinating!
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