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ut_crenshaw update for unreal
Updating ut_crenshaw for the next version of URT
#1
Posted 18 October 2018 - 06:44 AM
Well, I have the files from Crenshaw, and wow, even my updated version made in Maya, is super dated. I started that in 2005-2006 from a map made in 2003. I got it working first in the latest version of URT4.3, then I proceeded to export the current version into UnrealEd.
It is essentially like starting from scratch. Most of the textures used were not high res at all. In fact most were .jpg unless I needed to create a shader for them. I did this to keep the pk3 size as low as possible. So this means I am going to have to basically re-texture everything from scratch. This is actually a good thing because back when I made crenshaw, I did a lot of digital photo-sourcing. In 2002-2003 digital cameras were not that great, in fact my Sony digital camera wasn't even close to what I have in my current iPhone.
Hopefully this will go rather quickly. Mostly because Unreal is something I am pretty familiar with, I've shipped more then a few games on UDK. Plus I know this map inside out, I spent a lot of time on it in 2005-2006 updating it for a more sexy look with improved flow.
I will start out with the raw geometry and build a greybox over the existing collision map. Since we don't have a current playable version yet, I'm going to have to use my best guess on what it will be like. choke points, fire cover spots, and flag carry times are going to be best guess.
In the meantime I will start the long tedious process of creating all the textures, maps, and meshes necessary to make it look like a nextgen shooter.
I will be posting here with shots and movies of how things are going, that way people will know that progress is being made. ;-)
It is essentially like starting from scratch. Most of the textures used were not high res at all. In fact most were .jpg unless I needed to create a shader for them. I did this to keep the pk3 size as low as possible. So this means I am going to have to basically re-texture everything from scratch. This is actually a good thing because back when I made crenshaw, I did a lot of digital photo-sourcing. In 2002-2003 digital cameras were not that great, in fact my Sony digital camera wasn't even close to what I have in my current iPhone.
Hopefully this will go rather quickly. Mostly because Unreal is something I am pretty familiar with, I've shipped more then a few games on UDK. Plus I know this map inside out, I spent a lot of time on it in 2005-2006 updating it for a more sexy look with improved flow.
I will start out with the raw geometry and build a greybox over the existing collision map. Since we don't have a current playable version yet, I'm going to have to use my best guess on what it will be like. choke points, fire cover spots, and flag carry times are going to be best guess.
In the meantime I will start the long tedious process of creating all the textures, maps, and meshes necessary to make it look like a nextgen shooter.
I will be posting here with shots and movies of how things are going, that way people will know that progress is being made. ;-)
#2
Posted 18 October 2018 - 08:14 AM
Very nice! I'm excited to see mappers getting into converting their old maps to UE4. :)
Also I don't know if you're aware that there's a Custom Map Makers (CMM) Discord server where lots of mappers share their progress and hinsight on level development for UE4/Resurgence.
Keep us updated!
Also I don't know if you're aware that there's a Custom Map Makers (CMM) Discord server where lots of mappers share their progress and hinsight on level development for UE4/Resurgence.
Keep us updated!
#4
Posted 19 October 2018 - 05:41 AM
BladeKiller, on 18 October 2018 - 07:43 PM, said:
This is very exciting to see. I'm so happy to see you again, |NV|S. Have fun!
thanks, I do have one question, since you were the keeper of all things character, do you know what the capsule settings are for your ingame characters? Im using 88.5 for capsule half height and a capsule radius of 50.0. How close am I?
If I know this then I wont need to bother with importing anything and I can get a better handle on scale.
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#6
Posted 20 November 2018 - 06:18 PM
Oh exciting news!
I really liked this old map!
I actually made a new post about the state of the map some years ago, hoping someone would know if it would ever be finished.
And i got told that you had no interest in finishing it.
I'm happy you are back in UE4!
I really liked this old map!
I actually made a new post about the state of the map some years ago, hoping someone would know if it would ever be finished.
And i got told that you had no interest in finishing it.
I'm happy you are back in UE4!
Ingame: Swiiitan
Clan: **Saft
Clan: **Saft
#7
Posted 20 November 2018 - 06:24 PM
https://www.urbanter...-crenshaw-died/
Got a lot of love on this dude (to help you with motivation) <3
Got a lot of love on this dude (to help you with motivation) <3
Ingame: Swiiitan
Clan: **Saft
Clan: **Saft
#8
Posted 20 November 2018 - 09:17 PM
Well you might be able to get the scale dead on.
I use 3ds Max and use the bsp Q3 exporter that exports the map at 1 unit = 1 inch. Since UE4 uses 1 unit = 1 cm and a unit is a unit you can just up scale base on the difference in measurement scale.
However using 3ds Max.
Since the unit scale is 1 unit = 1 inch I'll set my world scale to 1 unit = 1 inch before importing the fbx so it's a true Q3 conversion. I'll then save the scene and reset to a clean environment and reset the world scale back to 1 unit = 1 cm and reload the map. This time 3ds Max will pop up saying that there is a change in scale and if I would like to adopted the new world scale which will do the conversion for me
As for the player model scale aka capsule we have yet to set the size but the player models are a fixed 6 feet or 182.88cm based on the Genesis 3 frame work available for Daz 3d so since the kit is free you can download the two assets and be setup with the same kit we use.
I use 3ds Max and use the bsp Q3 exporter that exports the map at 1 unit = 1 inch. Since UE4 uses 1 unit = 1 cm and a unit is a unit you can just up scale base on the difference in measurement scale.
However using 3ds Max.
Since the unit scale is 1 unit = 1 inch I'll set my world scale to 1 unit = 1 inch before importing the fbx so it's a true Q3 conversion. I'll then save the scene and reset to a clean environment and reset the world scale back to 1 unit = 1 cm and reload the map. This time 3ds Max will pop up saying that there is a change in scale and if I would like to adopted the new world scale which will do the conversion for me
As for the player model scale aka capsule we have yet to set the size but the player models are a fixed 6 feet or 182.88cm based on the Genesis 3 frame work available for Daz 3d so since the kit is free you can download the two assets and be setup with the same kit we use.
doing "stuff" with dead things.
#9
Posted 20 November 2018 - 09:30 PM
To answer specifically about the capsule size:
Our capsule half height in UE4 is 87.4
Our capsule radius in UE4 is 38.4
Those two values should match (after conversion from inch to cm) what you find here about urt 4. You can use the urt 4 values as a reference. Our values in urt 5 for jump, fall, grab distances, etc. are very close.
Our capsule half height in UE4 is 87.4
Our capsule radius in UE4 is 38.4
Those two values should match (after conversion from inch to cm) what you find here about urt 4. You can use the urt 4 values as a reference. Our values in urt 5 for jump, fall, grab distances, etc. are very close.
Have a happy day! :)
#10
Posted 21 November 2018 - 09:55 PM
Thanks Happy Day, these were the answers I was looking for. I know you are working on an example map, I cant wait to see that as well. All I am really looking for is a starting point to get the base collision down. I have a rough version that I think works for now, but since I wasn't sure about what the physics of jumping, ledge grabbing etc have been changed to, I didn't want to get too far ahead of myself only to need a lot of rework once I have access to an alpha build of some kind.
So, what I have done is a cursory pass of collision with the changes that I wanted to make from Beta2. Yes, my hard drive went tits up so I lost all the textures and meshes like the pool and courtyard art pass. But that's not so bad considering I would have to go back and upres everything anyway. Remember that art pass was done in 2006, so everything would have to be redone. I exported a version of the map with the art pass, but the frames were horrific, and the lightmaps were maxed out. Randy (ydnar the author of Q3map2) told me I was basically screwed so I just gave up on the ID tech version of the map. SEE IMAGE BELOW
So, I am reworking the art pass from the pool again, this time using a newer version of MAYA, and lots of other tools, Mudbox etc. Ill post pics when I have something to show which I am hoping will be soon.
So, what I have done is a cursory pass of collision with the changes that I wanted to make from Beta2. Yes, my hard drive went tits up so I lost all the textures and meshes like the pool and courtyard art pass. But that's not so bad considering I would have to go back and upres everything anyway. Remember that art pass was done in 2006, so everything would have to be redone. I exported a version of the map with the art pass, but the frames were horrific, and the lightmaps were maxed out. Randy (ydnar the author of Q3map2) told me I was basically screwed so I just gave up on the ID tech version of the map. SEE IMAGE BELOW
So, I am reworking the art pass from the pool again, this time using a newer version of MAYA, and lots of other tools, Mudbox etc. Ill post pics when I have something to show which I am hoping will be soon.