SomaZ Posted July 10, 2017 Share Posted July 10, 2017 Because there are lots of devs that can not be contacted anymore. They simply vanished. I know this is BS and trust me, I'd love to see how much further the community could push this, but it won't happen. Please simply accept this and let it be. They tried to find everyone over a year without success. You won't change this, nor anyone else. Link to comment
Tempust85 Posted July 10, 2017 Share Posted July 10, 2017 Those assets are obsolete in a modern engine that uses PBR, anyway. Eridan Crisis and the open saber project teams should collaborate seeing as they are both on UE4. Link to comment
afi Posted July 10, 2017 Author Share Posted July 10, 2017 I'm pretty sure Eridan Crisis will go for a saber combat system like in MBII Link to comment
Tempust85 Posted July 10, 2017 Share Posted July 10, 2017 Even so, we could still share assets and maybe some blueprints/code. Link to comment
ensiform Posted July 10, 2017 Share Posted July 10, 2017 Are these projects going to get anywhere before being shut down by Disney? Link to comment
2BN350 Posted July 11, 2017 Share Posted July 11, 2017 meh, disney can go backout, rofl. Link to comment
ensiform Posted July 11, 2017 Share Posted July 11, 2017 https://gfycat.com/BetterVibrantAzurewingedmagpieJust throwing this out there. ET bsp rendering in ue4. Very early wip from someone I know in an ET channel. afi and Smoo like this Link to comment
Tempust85 Posted July 11, 2017 Share Posted July 11, 2017 Screw that, make the maps properly with models. If the saber project works out, I intend on making a Clone of it with Star Wars assets. Link to comment
afi Posted July 11, 2017 Author Share Posted July 11, 2017 https://gfycat.com/BetterVibrantAzurewingedmagpieJust throwing this out there. ET bsp rendering in ue4. Very early wip from someone I know in an ET channel. What makes this different to HammUEr? Link to comment
ensiform Posted July 11, 2017 Share Posted July 11, 2017 Hammuer only supports importing the source material, this is using the existing compiled bsp. Intended for supporting existing maps while also supporting the ue formats. Link to comment
afi Posted October 7, 2017 Author Share Posted October 7, 2017 This here is pretty cool to convert maps btw: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/123612-tool-quake-3-assets-maps-converter Smoo likes this Link to comment
ensiform Posted October 11, 2017 Share Posted October 11, 2017 This here is pretty cool to convert maps btw: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/123612-tool-quake-3-assets-maps-converterIt's cool but why convert when you can use the real thing? As is the case in Layla's project? Link to comment
Tempust85 Posted October 12, 2017 Share Posted October 12, 2017 Honestly, if you want q3/jka maps go play the games. Take the time to build something beautiful in UE4 - something you can't do with q3/jka (at least not yet). Link to comment
ensiform Posted October 12, 2017 Share Posted October 12, 2017 That isn't really the point DT. It's goal is to allow existing assets plus new ones while still being in a new engine. Bek likes this Link to comment
afi Posted October 13, 2017 Author Share Posted October 13, 2017 It's cool but why convert when you can use the real thing? As is the case in Layla's project? Can you explain please? That isn't really the point DT. It's goal is to allow existing assets plus new ones while still being in a new engine. The final goal of this project would be replacing all old assets with new assets tho. Link to comment
ensiform Posted October 13, 2017 Share Posted October 13, 2017 Can you explain please? The final goal of this project would be replacing all old assets with new assets tho.Layla has created a bsp renderer in ue4 for Enemy Territory. No conversion necessary. Also now supports all existing model formats as well. Now they just need to recreate the game code. So, ideally, you'd maybe use existing maps or existing formats while you get things going in this case. Then transition to a normal ue4 created map. Edit: existing model formats are only the ones supported by ET. (md3, mdc, mdm, mdx, mds) afi likes this Link to comment
afi Posted October 13, 2017 Author Share Posted October 13, 2017 Layla has created a bsp renderer in ue4 for Enemy Territory. No conversion necessary. Also now supports all existing model formats as well. Now they just need to recreate the game code. So, ideally, you'd maybe use existing maps or existing formats while you get things going in this case. Then transition to a normal ue4 created map. Ah yea, you mentioned that before. Is that available somewhere? Link to comment
ensiform Posted October 13, 2017 Share Posted October 13, 2017 Ah yea, you mentioned that before. Is that available somewhere?I don't think it is available yet. Layla works for Facepunch and is doing this on the side for a hobby. I recall them saying it might be made available if there's interest. If you'd like to contact them, you can find them on the etlegacy discord server. afi likes this Link to comment
Uno Yakshi Posted July 15, 2018 Share Posted July 15, 2018 Hello, guys!Are you still working on JA remake on UE4? Link to comment
Wolfeye Posted July 16, 2018 Share Posted July 16, 2018 Yep! Project is still going and is being actively worked on daily. ( https://discord.gg/rXuAeNm ). "Remake" is an odd word for it. I prefer the term "revamp" in this context since it's basing everything off JK, but then making improvements everywhere improvements need made. Smoo likes this Link to comment
Uno Yakshi Posted July 16, 2018 Share Posted July 16, 2018 Thanks, Wolfeye! Smoo likes this Link to comment
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