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Quake to Unreal project

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User avatar Darkon
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Subject:

Post Posted: 04 Dec 2008, 22:29

Hellscrag wrote:
GTD-Carthage wrote:Can we please change the default color of hyperlinks? :P


I can't make the colour of links in posts different from the colour of links on the index page. Having the index page full of brightly coloured links would be ugly. Any colour suggestions?


black? :P

I think it's fine.. it's just that it's easy to overlook with that grey-ish color... also the way I phrased the sentence made it that way.
You can make it underlined maybe.. but other than that.. just leave it as it is...
Never trust a Dutchman in a tulip fight.

User avatar Hellscrag
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Subject:

Post Posted: 04 Dec 2008, 23:33

Darkon wrote:You can make it underlined maybe..


Sorry... don't think I can. :/
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redeye
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Subject:

Post Posted: 05 Dec 2008, 00:13

Thing is, we did have quake 2, quake 4, with all the graphic improvements over quake 1 and it didn't do all that much to keep the fans as much.

BUT ! if we had a quake 1 again redone for unreal engine, I still think is a awesome idea or mod or TC.
It don't need to look all that good, but other things could be improved, too bad all I seem to see is a constant bad mouthing of such a project.

Ain't never going to have a team to redo it with those attitudes. :(

Residual Quake Decay? lol

It would take tons of work and may not be worth it, but it don't make it a bad thing.I suppose redoing it for ut2004 engine could be a plus, maybe make it all look the same but add on to the level, new places, new secrets, etc etc.
Just ban everyone

User avatar Nahand
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Subject:

Post Posted: 05 Dec 2008, 00:57

...i think legal issues are the real ones to blame, in these cases...
...'sharp dressed man'...

User avatar Darkon
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Subject:

Post Posted: 05 Dec 2008, 01:00

Nahand wrote:...i think legal issues are the real ones to blame, in these cases...


exactly.. NOT "bad mouthing"....
Never trust a Dutchman in a tulip fight.

redeye
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Subject:

Post Posted: 05 Dec 2008, 01:57

Nahand wrote:...i think legal issues are the real ones to blame, in these cases...


Ya well, forgot about that, aaaarg.
Just ban everyone

User avatar Darkon
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Subject: Re: Quake to Unreal project

Post Posted: 22 Jul 2010, 17:28

Any news on this...? :-)
(at least on weapon sounds or anything...?)
Never trust a Dutchman in a tulip fight.

UB_
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Subject: Re: Quake to Unreal project

Post Posted: 22 Jul 2010, 17:31

I thought this project died after two years of silence. Even though I'd play the original Quake instead.
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User avatar Darkon
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Subject: Re: Quake to Unreal project

Post Posted: 22 Jul 2010, 17:34

Afaik it died because of legal issues. I've seen something on Oldunreal where they ported the monsters over to Unreal, but that's about it...
Never trust a Dutchman in a tulip fight.

User avatar Shivaxi
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Subject: Re: Quake to Unreal project

Post Posted: 26 Jul 2010, 01:11

No...it died because importing the maps was a bitch to get working...and even when we did get it to work...we'd have to re-texture everything ourselves...

Also Matrix had a hard time importing models and stuff. It was just too much work.

However, Ryuka is now converting everything over, weapons, pawns, items, etc...everything except the maps themselves...but since all this stuff is going to be fully functional...we may give it another shot at porting the maps....but i wouldnt get your hopes up =P
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User avatar Gizzy
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Subject: Re: Quake to Unreal project

Post Posted: 26 Jul 2010, 02:03

I ported the shotgun and the first room of E1M1 but as Shivaxi said, retexturing is such a pain...

Quake 2 models are possible, but I can't seem to preserve texture coordinates after converting.

User avatar Shivaxi
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Subject: Re: Quake to Unreal project

Post Posted: 26 Jul 2010, 04:02

Somehow Ryuka did it...you'll have to ask him how =P
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Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar jackrabbit
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Subject: Re: Quake to Unreal project

Post Posted: 27 Jul 2010, 17:58

I will go ahead and confirm the above post as true. There is in fact a working quake 1 weapons mod for Unreal that I have a beta of (I helped work on it after all). Porting the weapon models to Unreal for me was a easy process for the most part, but the 3rd person meshes look very weird in some cases with a missing stock and trigger. I guess one of these days I'll get around to making the quake shotgun mesh look like an actual shotgun in 3rd person view. Until then, I don't think Gigu will go ahead and release the mod publicly. He likes everything to be 100% perfect with his mods.

User avatar Darkon
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Subject: Re: Quake to Unreal project

Post Posted: 27 Jul 2010, 19:57

thx for the update!
Never trust a Dutchman in a tulip fight.

User avatar Gizzy
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Subject: Re: Quake to Unreal project

Post Posted: 30 Jul 2010, 15:28

jackrabbit wrote:Until then, I don't think Gigu will go ahead and release the mod publicly. He likes everything to be 100% perfect with his mods.


I've seen Gigu's version and I must say, It's pretty damn impressive. Has proper quake 1 effects (Smoke, explosions etc) and everything. Makes my shotgun port look like crap. (As if it wasn't already)


Shivaxi wrote:Somehow Ryuka did it...you'll have to ask him how =P


You mean Quake 2 weapons with texturing coordinates intact?

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