For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com

HD World Items

Unreal Unreal and more Unreal
Post Reply
User avatar
DaveW
OldUnreal Member
Posts: 70
Joined: Sun Apr 04, 2004 11:15 am

HD World Items

Post by DaveW »

I took a break from doing 3D stuff for quite a while - and I fancy getting some practice making models with normal maps and the like. So I figured I'd turn to Unreal for some stuff to make. I might try and do most of the items, depends how long I can keep this up for!

Image
Image
Last edited by DaveW on Sun May 06, 2012 8:57 pm, edited 1 time in total.
User avatar
Bleeder91[NL]
OldUnreal Member
Posts: 1062
Joined: Sun Oct 04, 2009 7:22 pm

Re: HD World Items

Post by Bleeder91[NL] »

This + HD HUD/Skins = UNREAL! I hope all this stuff can one day be used in an HD version or something, it's on my DoWant list :P
Image
User avatar
Sly.
OldUnreal Member
Posts: 437
Joined: Tue Feb 14, 2012 7:01 pm

Re: HD World Items

Post by Sly. »

Sir, this is awesome. Please keep at it! I could use it for my Vortex Rikers remake. ;D
I'm not far from being done, real life is holding me back though atm.
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: HD World Items

Post by William(Rainman) »

Thats not bad. I would really like to see someone Retex the Aliens like the Brutes, SkaarJ, Titans Etc. I was Hoping that Epic Games would do a Remake of Unreal with Better Models and Textures from the Unreal Engine 3.
User avatar
Sly.
OldUnreal Member
Posts: 437
Joined: Tue Feb 14, 2012 7:01 pm

Re: HD World Items

Post by Sly. »

Well, that's why I do the Vortex Rikers remake in the first place: To show how great it could be. I think Lord PorkSword's motivation is the same, just that he is the "pro-modernized remake" guy while I'm the "pro-faithful remake" guy. ;)

Back to topic: The high poly model looks just stunning!
Maybe you should get in contact with GcSkaarj?
I'm pretty sure you two could create some great stuff!
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: HD World Items

Post by GreatEmerald »

Huh, why are there two of those models?
User avatar
Sly.
OldUnreal Member
Posts: 437
Joined: Tue Feb 14, 2012 7:01 pm

Re: HD World Items

Post by Sly. »

There's the high-poly model (left - not really useful ingame), the simplified model (middle) and the original (right).
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: HD World Items

Post by William(Rainman) »

Huh, why are there two of those models?
I Believe the Middle Model is the Original.
User avatar
Sly.
OldUnreal Member
Posts: 437
Joined: Tue Feb 14, 2012 7:01 pm

Re: HD World Items

Post by Sly. »

It isn't. It has a too high level of detail, the original one is just a "block" with a cut out space for the screen and a texture. :P
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: HD World Items

Post by GreatEmerald »

Oh, I see, that makes sense.
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: HD World Items

Post by William(Rainman) »

It looks Pretty Good non the less i hope he doesn't give up.
User avatar
DaveW
OldUnreal Member
Posts: 70
Joined: Sun Apr 04, 2004 11:15 am

Re: HD World Items

Post by DaveW »

Well I'm not sure if I'm going to go down the Normal Map route, the results I've got so far aren't very good and I've had more fun painting in the lighting the old fashioned way.

Image
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: HD World Items

Post by William(Rainman) »

Well I'm not sure if I'm going to go down the Normal Map route, the results I've got so far aren't very good and I've had more fun painting in the lighting the old fashioned way.

Image
I can't wait to see the Searchlight.
User avatar
Smirftsch
Administrator
Posts: 9001
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: HD World Items

Post by Smirftsch »

what I'm still looking for and never got is a complete set of new plants for Unreal, as replacement for the default plants. Could easily improve in game quality a lot without need to redo all maps etc.
A HD version of UnrealI/UnrealShare content could be easily build.
Sometimes you have to lose a fight to win the war.
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: HD World Items

Post by William(Rainman) »

what I'm still looking for and never got is a complete set of new plants for Unreal, as replacement for the default plants. Could easily improve in game quality a lot without need to redo all maps etc.
A HD version of UnrealI/UnrealShare content could be easily build.

Grass and more Trees and Plants.
User avatar
Sly.
OldUnreal Member
Posts: 437
Joined: Tue Feb 14, 2012 7:01 pm

Re: HD World Items

Post by Sly. »

I'm curious whether an "automatic foliage system" would be possible. We all know the common grass texture from Unreal, now if it was possible to detect it and automatically place fitting grass static meshes on it via mutator or something... that would be awesome. This would improve the look of the levels a lot. :)
User avatar
gp
OldUnreal Member
Posts: 144
Joined: Fri Jan 09, 2009 4:23 pm

Re: HD World Items

Post by gp »

Great job on those improved models. 8-)
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: HD World Items

Post by William(Rainman) »

I'm curious whether an "automatic foliage system" would be possible. We all know the common grass texture from Unreal, now if it was possible to detect it and automatically place fitting grass static meshes on it via mutator or something... that would be awesome. This would improve the look of the levels a lot. :)

Indeed it would i wonder tho if it would be possible to also set up the grass, plants and trees with a mover kinda like wind blowing back and forth?
User avatar
Hyzoran
OldUnreal Member
Posts: 295
Joined: Fri Nov 27, 2009 5:41 am

Re: HD World Items

Post by Hyzoran »

Use animated Static meshes, the animation can be set in the default properties.
Nothing
User avatar
DaveW
OldUnreal Member
Posts: 70
Joined: Sun Apr 04, 2004 11:15 am

Re: HD World Items

Post by DaveW »

I'm curious whether an "automatic foliage system" would be possible. We all know the common grass texture from Unreal, now if it was possible to detect it and automatically place fitting grass static meshes on it via mutator or something... that would be awesome. This would improve the look of the levels a lot. :)

Indeed it would i wonder tho if it would be possible to also set up the grass, plants and trees with a mover kinda like wind blowing back and forth?
In most games meshes for foliage are scattered on the fly and fade in/out based on proximity to the player - so I'd imagine it's possible somehow. Animation is usually done either through a vertex shader (physically skewing the polygons) or the texture scrolling on a sin wave. The former is the 'current' method, from my understanding, and texture scrolling is a bit more old school e.g Far Cry and UT2003/4 (I think.)

Plants would be nice to do - I could have a go but I'm no good at texturing organics. I was considering doing a bunch of variations to the boulder (shape and texture/colour) to add a bit of variety.
William(Rainman)
OldUnreal Member
Posts: 991
Joined: Mon Jul 25, 2011 3:20 am

Re: HD World Items

Post by William(Rainman) »

I'm curious whether an "automatic foliage system" would be possible. We all know the common grass texture from Unreal, now if it was possible to detect it and automatically place fitting grass static meshes on it via mutator or something... that would be awesome. This would improve the look of the levels a lot. :)

Indeed it would i wonder tho if it would be possible to also set up the grass, plants and trees with a mover kinda like wind blowing back and forth?
In most games meshes for foliage are scattered on the fly and fade in/out based on proximity to the player - so I'd imagine it's possible somehow. Animation is usually done either through a vertex shader (physically skewing the polygons) or the texture scrolling on a sin wave. The former is the 'current' method, from my understanding, and texture scrolling is a bit more old school e.g Far Cry and UT2003/4 (I think.)

Plants would be nice to do - I could have a go but I'm no good at texturing organics. I was considering doing a bunch of variations to the boulder (shape and texture/colour) to add a bit of variety.

You might find someone that could do the Organic Texturing im sure someone on this Forum Knows something.
User avatar
Buster
Global Moderator
Posts: 1611
Joined: Wed Jun 08, 2005 3:02 am

Re: HD World Items

Post by Buster »

A collection of boulders and archetypal rock formations would be great. Then they could be manipulated and stacked to be used to create terrains or climbable cliff faces or distant formations etc etc.

The uses are endless, really. At it wouldn't take that many different types. With slight changes to the display settings and clever placement could get some great results.
Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com

OK - he falls
Keep it Unreal !!
:-)_~
User avatar
xan1242
OldUnreal Member
Posts: 79
Joined: Thu Jun 25, 2009 5:05 pm

Re: HD World Items

Post by xan1242 »

Holy crap, you're gonna transform UE1 into UE2 if you make foliage like that!

None the less, it looks much better. I just love how it can be enhanced even in smallest details.
Last edited by xan1242 on Wed May 09, 2012 11:33 am, edited 1 time in total.
Post Reply

Return to “Unreal General Forum”