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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!
Last edited by DaveW on Sun May 06, 2012 8:57 pm, edited 1 time in total.
Sir, this is awesome. Please keep at it! I could use it for my Vortex Rikers remake.
I'm not far from being done, real life is holding me back though atm.
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.
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!
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.
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.
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.
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.
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.
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?
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.
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.
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.