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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
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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
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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
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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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TigerTheGreat
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Re: Porting Levels

Post by TigerTheGreat »

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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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
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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
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Re: Porting Levels

Post by kinetone »



M20A_test with transportring prototype. Merry Christmas!
kinetone
OldUnreal Member
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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!
kinetone
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Re: Porting Levels

Post by kinetone »


When the Firstprime and Anubis chatting. Not exactly the original scene... from map M20D. Only M21D is missing from the storymodegame list. Some of the multiplayer maps are imported. All of them needs polishing etc.
skyboxUniverse
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Joined: Tue Sep 24, 2024 7:24 pm

Re: Porting Levels

Post by skyboxUniverse »

I've been dropping by this thread for a while now, checking out whether you have posted some updates. It's always nice to see your videos and your progress!
Are you trying to "rebuild" the whole xbox sg-1 the alliance build in UT2004 (including mission objectives, enemy spawns etc...)? Also is there any chance you will make it available for others to download it? I personally love the older unreal editor versions - I never got into Unreal 4 and 5. The xbox build runs on Xemu, but it's quite buggy and slow - would be cool to battle some jaffa without everyhting freezing :D
kinetone
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Re: Porting Levels

Post by kinetone »

skyboxUniverse wrote: Fri Jan 24, 2025 9:00 pm I've been dropping by this thread for a while now, checking out whether you have posted some updates. It's always nice to see your videos and your progress!
Are you trying to "rebuild" the whole xbox sg-1 the alliance build in UT2004 (including mission objectives, enemy spawns etc...)? Also is there any chance you will make it available for others to download it? I personally love the older unreal editor versions - I never got into Unreal 4 and 5. The xbox build runs on Xemu, but it's quite buggy and slow - would be cool to battle some jaffa without everyhting freezing :D
Frankly I'll try everything to make it working. Because I'm just a hobbyist, it will be a long process. The original scenes and game dynamics depends heavily on the so called "AI System". The devs made an entire different/modificated game engine. Including graphical boost (even if it just poorly visible during playing the leaked Xbox bersion), but still it's there. From the very begining (core's object class, engine's actor,pawn, player controller, levelinfo etc) almost all of the major base classes was modified. A lot of functions like ordering system (where you can give orders to teammembers take cover, shoot on your enemy etc) and connected to this system the Sound part ( the major characters status reports, commands, acknowledgements etc with different tones, on shouting/normal/whispering volume ) and all was coming from the original actors! Amazing how much just the voice part ofthe game was "directed/coordinated", hundreds of dialogues, voice files etc. And I dont even mentioned the music System which is building the game atmosphere literally from small pieces (because one level's music caracter changing during gameplay - according to the situation you are in at that moment/ meaning if you fight against jaffas music will be intensive and dynamic, but when you just fidleing around it'll be calm and soft.)Fabulos and clever that was 20 years ago!
Pawns spawning. Yeah they made it with a so called intelligen spawning method which means (if I understood correctly), every gamedynamic moments controlled by AI scripts( triggered scripts, scripted actions, scripted triggers etc). So when you walking through the level you can find puzzles, hackable objects which tasks, if you solved them let you open doors, enter areas , so you can meke progress to finish levels. Enemies are also using the AI script's system .
They spawning a certain point of the level and sometimes single units sometimes an entire squad will appear. And that's an other system, squad roaster.
Amazingly they coded the formation modes into it: in line, diamond, Y, tight Y etc. And during battle they can keep the formation or leave it, the teamleader ( etc jaffa's captain) can order( by animations and using theoriginal jaffa language -heavy (shielded) ones voice is deep and frightening lightly shielded's voice is rather close to human's) them to attack different pawns, objects or protect actors etc
So rebuild the whole thing as you mentioned, I think it's impossible.
Make UT2004 modification to mimic the original one, maybe.
Play DM or CTF maps, perhaps.
Just running through and have fun, fighting with dumb enemies is the most reasonable option at the moment.
Sorry about being so "fluffy", hehe 8)
skyboxUniverse
Posts: 4
Joined: Tue Sep 24, 2024 7:24 pm

Re: Porting Levels

Post by skyboxUniverse »

kinetone wrote: Sat Jan 25, 2025 6:54 am
skyboxUniverse wrote: Fri Jan 24, 2025 9:00 pm I've been dropping by this thread for a while now, checking out whether you have posted some updates. It's always nice to see your videos and your progress!
Are you trying to "rebuild" the whole xbox sg-1 the alliance build in UT2004 (including mission objectives, enemy spawns etc...)? Also is there any chance you will make it available for others to download it? I personally love the older unreal editor versions - I never got into Unreal 4 and 5. The xbox build runs on Xemu, but it's quite buggy and slow - would be cool to battle some jaffa without everyhting freezing :D
Frankly I'll try everything to make it working. Because I'm just a hobbyist, it will be a long process. The original scenes and game dynamics depends heavily on the so called "AI System". The devs made an entire different/modificated game engine. Including graphical boost (even if it just poorly visible during playing the leaked Xbox bersion), but still it's there. From the very begining (core's object class, engine's actor,pawn, player controller, levelinfo etc) almost all of the major base classes was modified. A lot of functions like ordering system (where you can give orders to teammembers take cover, shoot on your enemy etc) and connected to this system the Sound part ( the major characters status reports, commands, acknowledgements etc with different tones, on shouting/normal/whispering volume ) and all was coming from the original actors! Amazing how much just the voice part ofthe game was "directed/coordinated", hundreds of dialogues, voice files etc. And I dont even mentioned the music System which is building the game atmosphere literally from small pieces (because one level's music caracter changing during gameplay - according to the situation you are in at that moment/ meaning if you fight against jaffas music will be intensive and dynamic, but when you just fidleing around it'll be calm and soft.)Fabulos and clever that was 20 years ago!
Pawns spawning. Yeah they made it with a so called intelligen spawning method which means (if I understood correctly), every gamedynamic moments controlled by AI scripts( triggered scripts, scripted actions, scripted triggers etc). So when you walking through the level you can find puzzles, hackable objects which tasks, if you solved them let you open doors, enter areas , so you can meke progress to finish levels. Enemies are also using the AI script's system .
They spawning a certain point of the level and sometimes single units sometimes an entire squad will appear. And that's an other system, squad roaster.
Amazingly they coded the formation modes into it: in line, diamond, Y, tight Y etc. And during battle they can keep the formation or leave it, the teamleader ( etc jaffa's captain) can order( by animations and using theoriginal jaffa language -heavy (shielded) ones voice is deep and frightening lightly shielded's voice is rather close to human's) them to attack different pawns, objects or protect actors etc
So rebuild the whole thing as you mentioned, I think it's impossible.
Make UT2004 modification to mimic the original one, maybe.
Play DM or CTF maps, perhaps.
Just running through and have fun, fighting with dumb enemies is the most reasonable option at the moment.
Sorry about being so "fluffy", hehe 8)
Oh Wow - I didn't even thought about it that way (the sound part with all its interdependencies.) Thanks for pointing it out!
Running around, shooting and some DMs/CTFs sound good too! ;) Keep it up! Maybe one day the pc build is going to leak.
kinetone
OldUnreal Member
Posts: 12
Joined: Wed May 29, 2024 7:50 am

Re: Porting Levels

Post by kinetone »


The final level, M21D with dumb Haaken pawns.
In the hierarchic cast system the queen is the boss, the mindcontrol ability is her weapon. The haaken grunt and warrior are soldiers, serving and protecting the queen. I was able to partly implement the mindcontrol crystal from original source, sadly it's not working (some of the parent and child classes are missing or different in UT2004).
Later I'll try to reconstruct the multiplayer levels to be playable as much as possible. The big "question" is the main menu (according to what I can read out from the structure) it's based on mostly UE2 not on UE2.5(UT2004).
kinetone
OldUnreal Member
Posts: 12
Joined: Wed May 29, 2024 7:50 am

Re: Porting Levels

Post by kinetone »


I'm intend to replace the original Nvidia logo cinematic map with this "piece of art", should I? 😎


M17D map, just because. You can choose, which map would you like to see, next Time.


M2A map, one of my favourite.
Darkish, rainy, outdoor with terrain.
But this is not the original. Here you can see the linked gate class. This class is one of the teleport class during gampelay, where you can speeddial ,with the help of DHD (dial home device) the linked gate.
You can set the URL of the linked gate, kawoosh effect , etc. Sadly I wasn't able to implement the script fully, teleport function is not working, despite it seems almost identical with transport ring platform's script, which is fully functioning, so I'm helpless with this.
There is an option if you want the gate to initiate a full dialing sequence, the gate symbol ring start to spin and at the given point, chevron ought to play the locking animation when the correct symbol reaches there. The script uses some code which calculates the position of the symbol ring relative to the gate's chevron positions. But I don't understand this part of the script fully, because I'm just a hobbyist not a programmer nor matematician. So during dialing sequence it won't play the chevron lock animations just the spinning and the glowing and finally the event horizon ignition/kawoosh effect spawning and a final event horizon spawn ( like a liquid surface info class ).
That's all for now!
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