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THE HUB

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[UDHQ]Jackrabbit
OldUnreal Member
Posts: 45
Joined: Wed Aug 08, 2012 4:20 pm

THE HUB

Post by [UDHQ]Jackrabbit »

Hello OldUnreal

THE HUB is a planned brand new custom 13 level map pack designed around the newest 227k version from OldUnreal.

The pack uses almost exclusively geometry built as static mesh peices in separate sculpting software as .obj's with UV maps at 1024×1024 and then are put together to create entire maps in UnrealED:



Image

Image

Image



As you can see in the photos above, I load each peice of terrain in the mesh editor and fit them together. Using this technique I've ran into 2 issues so far and one has been resolved with the following script in my custom player pawn class:

url=https://postimg.cc/9R0PBMpf]Image[/url]

The script above fixes a collision issue I ran into with the static meshes "floating player glitch". Feel free to borrow this script for your own maps if you find it useful.

A second issue I ran into revolves around the lighting of my terrain static meshes. As you can see in the video below:



When I set my static meshes to bUseStaticLights=false, the light will fade in and out in game. I like setting this flag to false because I'm running into dark edges at the corners of my static meshes when this flag is set to true. Does anyone know how to simulate lights which stay a constant brightness when this flag is set to false? It's not a major issue, it just requires some extra work with Unreal's lighting system when this flag is set to true.

ABOUT THE HUB

The HUB refers to the main HUB level which contains 12 level exits in the base level I'm currently working on. The idea is that you will unlock each level as you progress through the HUB. Levels that are inaccessible will be blocked off by a force field. You will travel back into The HUB after completing each level to find the next level to progress. The final level will exit the hub on the sky carriage from the "The Sunspire" where you will traverse space and time to enter the last (13th) level of the pack which connects to the original Unreal Lore (no spoilers)

PLANS FOR THE PACK
-Custom AI for original Unreal Monsters
-A few new monsters with custom AI
-New weapons as you progress through THE HUB which will replace old weapons and their slots while retaining whatever ammo you currently have for the old weapons. Currently reusable throwing knives, a flamethrower and a bow and arrow are planned to be used.
-All new textures found from Google searches which I convert into the UV's that make up the entirely of the enviroment. At least 90% of the pack will not use any textures from Unreal.

Happy to hear your questions, comments or concerns and any feedback as I post updates on this thread.

Wish me luck on this endeavor, I promise this WILL get finished even if it takes me 2 or 3 years to do so!

-Jackrabbit out
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[UDHQ]Jackrabbit
OldUnreal Member
Posts: 45
Joined: Wed Aug 08, 2012 4:20 pm

Re: THE HUB

Post by [UDHQ]Jackrabbit »

Bi-Weekly Update 1:

ImageImageImageImageImageImageImageImageImageImageImageImage

Additionally, I have completed a prototype of the first custom creature class the "Ikari Warrior":
Image

Image

Side note: I was able to fix the lighting issues with the static meshes using bBuildStaticLights turned on by using Incandescent lights set to static and also searchlights set to static. They no longer fade in and out.

And a video of in game footage of the first 4 peices of terrain:



I will keep making small videos to highlight the first 32 peices of terrain and after that point will show only screenshots of certain finished areas to not spoil the other 90% of the map.

Comments, Feedback and suggestions always appreciated and you can expect another update with screenshot of more areas two weeks from now!

-Jackrabbit out

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