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Myst to Unreal

For discussion and promotion of Unreal Engine single-player campaigns, mapping projects and total conversions.

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User avatar BuddhaMaster
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Subject: Re: Myst to Unreal

Post Posted: 07 Apr 2011, 13:43

Clocktower

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User avatar BuddhaMaster
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Subject: Re: Myst to Unreal

Post Posted: 07 Apr 2011, 14:58

Myst Garden stuff, including miniature copy of the ship I've done so far ;)

Image

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User avatar BuddhaMaster
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Subject: Re: Myst to Unreal

Post Posted: 07 Apr 2011, 15:56

Planetarium armchair
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Last edited by BuddhaMaster on 07 Apr 2011, 16:25, edited 1 time in total.

User avatar Darkon
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Subject: Re: Myst to Unreal

Post Posted: 07 Apr 2011, 16:06

keep 'em coming! :P :tup:
Never trust a Dutchman in a tulip fight.

User avatar jackrabbit
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Subject: Re: Myst to Unreal

Post Posted: 08 Apr 2011, 01:32

Wow, I want to play it already! If you need any help with the terrain, I would be glad to assist via Lightwave. You could also make the jump to make a "heightmap" sort of deal using Static Meshes in 227, but that would make your project not UT compatible and 227 only.

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Subject: Re: Myst to Unreal

Post Posted: 08 Apr 2011, 03:06

Awesome stuff
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And only idiots know everything

User avatar BuddhaMaster
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Subject: Re: Myst to Unreal

Post Posted: 08 Apr 2011, 13:43

I haven't the time to try it myelf, but is it possible to limit/reduce player walk speed with a ZoneInfo. I wondered If I can just limit the velocity/friction to make the player move slower.

Because first there is no need to walk fast, and second it wouldn't really work well. The Myst world is much too cramped and leisurely compared to Unreal gameplay

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Subject: Re: Myst to Unreal

Post Posted: 08 Apr 2011, 16:17

I don't think this is possible via ZoneInfo. Probably you have to make your own PlayerPawn Class with changed GroundSpeed and place it in your map - then it will be used instead of a playerstart. If you want to make your map Multiplayer compatible, then probably you have to make your own GameInfo and change its login function. Something like that:

Code: Select all

event playerpawn Login( string Portal, string Options, out string Error, class<playerpawn> SpawnClass)
{Super.LogIn(Portal, Options, Error, class'MyPlayerPawn');}

User avatar Jet v4.3.5
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Subject: Re: Myst to Unreal

Post Posted: 08 Apr 2011, 17:42

Qtit managed to do something for the beginning of this ISV-Dragonfly where the player walked instead of ran, and it seemed to have functioned perfectly when I played it. You could always download the 8th Anniversary version and take a look at whatever code you can find regarding the player, zone, or trigger, etc., and see if you can find out how he did it, or you could just ask him about it.
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Skaarj Berserker Skaarj Berserker
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Subject: Re: Myst to Unreal

Post Posted: 08 Apr 2011, 18:18

You mean the introduction map? I think, Qtit decreased the gamespeed (Zone.TimeDilation). Instead of making a new PlayerPawn class, one could also make a new class, which gets triggered, when someone arrives at the playerstarts, and decreases the groundspeed then. But when you leave the map the speed will be reset to its default value.

BTW nice ClockTower. :tup:

User avatar BuddhaMaster
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Subject: Re: Myst to Unreal

Post Posted: 08 Apr 2011, 23:14

A little something.
I'll be back tomorrow

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(please take a look at the lower screenshot from RealMyst it looks much different than the original which I base everything on, but I know there is a brick texture that looks almost identical as this one. I can't find it, was this in UT?)
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Z-enzyme
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Subject: Re: Myst to Unreal

Post Posted: 09 Apr 2011, 02:51

Me like it all very munchies!

User avatar BuddhaMaster
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Subject: Re: Myst to Unreal

Post Posted: 09 Apr 2011, 04:17

jackrabbit wrote:Wow, I want to play it already! If you need any help with the terrain, I would be glad to assist via Lightwave. You could also make the jump to make a "heightmap" sort of deal using Static Meshes in 227, but that would make your project not UT compatible and 227 only.


Hey there,

Yes, I wanna keep it strictly original Unreal compatible, for nostalgic reasons.
I could use any help for the basic terrain geometry.
Here are a lot of reference pictures including accurate sketches of each map:
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Also here is whats supposed to be the original Myst Island heightmap, taken from the old making of video.
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Not sure if that's the actual island appearing in the final game. The real island seems much longer and flat. The mountains are good.
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from here
But maybe you can work it out.
Btw: The island should be about 512x4800x3200, plus mountain another 800 or even 960 units big ;)

*edit* this is a sloppy mockup with such heightmap.
Image
Much too rugged and uneven. The proportions are off.
The source is extremely low quality. A new/optimized terrain seems absolutely crucial at this point.

User avatar salsaSkaarj
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Subject: Re: Myst to Unreal

Post Posted: 09 Apr 2011, 17:36

BuddhaMaster, you're really surprising me. I knew the time schedule you mentioned was just impossible, but what you are producing at the the currect rate is something I never thought possible. I have to say it's looking good. I have heard of Myst but never seen it nor played it, and.. you've got me interested. :)

nikosv
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Subject: Re: Myst to Unreal

Post Posted: 10 Apr 2011, 18:02

I would say that you really have to do the terrain by hand, unfortunately.
Current Project: None. WTFs2 had to go to sleep, RIP.

I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.

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