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Topic: System Shock 2 in Unreal Engine 4 Read 2659 times  

6647d50356b00unn_atropos

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"System Shock 2 in Unreal Engine 4" by  Nicholas Silveira

https://www.youtube.com/watch?v=plkhWAGvD9k

https://vimeo.com/517873996

https://www.youtube.com/watch?v=jFQ78uenrlo


This was a super fun learning experience! I was able to port System Shock 2's MedSci map to Unreal Engine 4 (Mostly automated). After some research, I started with HammUEr tool, which helped layout the walls and floors in Unreal. Also, I wrote a tool that batch assembles the original assets in Maya to Unreal and used Python in UE4 to automatically layout the props and decals. With these tools combined, I was able to quickly get most of the pieces in to see the full scope of the level.

SS2 Features:
- Ray Tracing
- Dynamic lighting
- NEW high-resolution wall/floor/ceiling textures (Substance Painter)
« Last Edit: 01. March 2021, 18:01:22 by unn_atropos »

6647d50356c7dZylonBane

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Impressive, but Christ, that audio. Just why?
Acknowledged by: Nameless Voice

6647d50356da8icemann

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Completely agree. Why in the hell did they put that audio.

6647d50356e8dZylonBane

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I am curious about the "NEW" high-res textures. I wonder if this guy is somehow completely unaware of all the community texture mods.

6647d50357411Synaesthesia

  • Company: Night Dive Studios
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I am curious about the "NEW" high-res textures. I wonder if this guy is somehow completely unaware of all the community texture mods.

If these mods were made for Dark, they're not going to work well in UE4. PBR isn't really compatible with old style diffuse texturing.

6647d50357512ZylonBane

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Err... okay? My point is, if the guy wanted higher-res textures, he could have just imported 400 into UE4 instead of the originals.

6647d5035762bSynaesthesia

  • Company: Night Dive Studios
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He mentioned he redid the textures using Painter, so whether or not community-made resources exist is largely irrelevant because the community-made resources aren't physically-based and thus aren't going to work as you might expect in-engine. If you want to see for yourself, download UE and load some of the textures you developed without having any of the requisite textures aside from the diffuse materials you've authored.
Acknowledged by: Grosnus

6647d503579a5ZylonBane

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This guy just can't resist slapping the SHODAN reveal audio over his videos.

Kind of ironic that importing SS2 levels into a modern engine made it look like an early 90s 3D game, with overdone colored lighting everywhere.

6647d50357ac6icemann

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Man the audio sucks. Some people just do not get a hint. As nice as that looks, with so little to show it just makes me want to go play SS2 proper.

6647d50357bd6icemann

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New vid:

https://www.youtube.com/watch?v=VSphO_igse8

No annoying voice overs this time. Grabbed it off Facebook, so the quality isn't great.

6647d50357d97ZylonBane

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I guess he's proving that it's not the engine you've got, it's how you use it.
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I don't want to seem too eager to bash given dude actually made the level geomatry (i think? were those assets already around to import?) And I haven't done anything in either dromEd, or Unreal4.

But.... None of this feels right at all.
Acknowledged by: icemann
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Ughh... It just doesn't look right. This makes UE4 look bad somehow.

6647d503580e5Synaesthesia

  • Company: Night Dive Studios
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That's like saying my seven year old's fingerpainting makes grand master paintings look bad somehow.
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Actually it's like saying my seven year old's fingerpainting gives finger colors a bad name.

6647d50358379Synaesthesia

  • Company: Night Dive Studios
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Either way, UE doesn't look bad because someone perhaps isn't using it to its fullest potential.

6647d50358490unn_atropos

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Now imagine this seven year old putting small dots of fingerpaint everywhere; making everything look weirdly pixelated. 🥳
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Synaesthesia
No, I am not saying Unreal Engine itself is bad. I am saying this utilizes unreal engine so poorly that it insults the potential of Unreal Engine.

I am not a native English speaker. Maybe I worded it poorly.
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