New Sorpigal Unreal Engine 4

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).

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d4rk3lf
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Re: New Sorpigal Unreal Engine 4

Postby d4rk3lf » Nov 30 2018, 22:39

Yeah man, once I write previous post, my friend told me exactly what you told me.
I have a DropBox (it's full :) , but will delete stuff I don't need, and upload next test there).

That's a great Griffin find! And other creatures. Thanks. And very MM looking.
Although, there are no griffins on New Sorpigal map, and if I remember correctly, neighter they are in whole MM6... only in MM7.
---------------------

Now, check this out.
https://youtu.be/C-2f_bz2uAM

Trying to play with day-night cycle, and here is the result.
I won't upload exe now, because it's just a small change, and still testing it...
Even I am happy with the result so far, I'll probably disable it for the time being, and will maybe integrate it in some other exe's (but slower, so it don't distract, yet fast enough so anyone can look at it and not being bored to death).

The (final) goal for the day night cycle is that is going on really slow (like in real MM6), but you can speed it up for 1 hour with pressing R key.
But that's like the.. .last thing I'll do, or worry about.
Still looking forward to fill that empty terrain with stuff (yet, I'll be watching, not to overfill)

Cheers to all. :)

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Panda Tar
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Re: New Sorpigal Unreal Engine 4

Postby Panda Tar » Dec 1 2018, 8:33

IT looks gorgeous, and really, making people almost sad that this is not something that will turn out to be playable. :lol: But nice to watch, nonetheless. :) The night sky looks very alive.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2. :panda:

d4rk3lf
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Re: New Sorpigal Unreal Engine 4

Postby d4rk3lf » Dec 1 2018, 20:39

Thanks.
Yeah, well I'd rather not promise anything, then promise and fail.
Don't you think, I would also very much like to play mm6 in Unreal engine.
It's just so much work both for programmers, and graphics artists.

I hope that Ubisoft, at some point, decide to remake mm6,7 and 8.
Or some fan team of 10 people to remake it (and I would gladly help anything I can)

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DrakeBD
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Re: New Sorpigal Unreal Engine 4

Postby DrakeBD » Dec 18 2018, 1:58

Love the idea of this will gladly help with it as i have knowledge of UE4 have sent you a PM

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GrayFace
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Re: New Sorpigal Unreal Engine 4

Postby GrayFace » Dec 30 2018, 8:49

Great news! Turns out the MM in Unreal project that impressed me a lot a few years ago is open source! It has all core mechanics in place.
https://hapro.itch.io/newnewsorpigal by https://www.reddit.com/user/lapislosh/
Now I should definitely wrap my patches and MMExt and focus on turning his work into a full MM6-8 remake.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: New Sorpigal Unreal Engine 4

Postby DrakeBD » Jan 3 2019, 10:57

GrayFace wrote:Great news! Turns out the MM in Unreal project that impressed me a lot a few years ago is open source! It has all core mechanics in place.
https://hapro.itch.io/newnewsorpigal by https://www.reddit.com/user/lapislosh/
Now I should definitely wrap my patches and MMExt and focus on turning his work into a full MM6-8 remake.


Sadley that projects github has not been updated in over a year so i think the remake is dead

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Sslaxx
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Re: New Sorpigal Unreal Engine 4

Postby Sslaxx » Jan 3 2019, 11:11

Even if the original project is dead, its source code is available (as it has been declared "public domain" by the original author). Which means a new project can be forked from this one.

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DrakeBD
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Re: New Sorpigal Unreal Engine 4

Postby DrakeBD » Jan 3 2019, 13:53

Sslaxx wrote:Even if the original project is dead, its source code is available (as it has been declared "public domain" by the original author). Which means a new project can be forked from this one.


Only if you use the same version of UE4 had a look at the source myself its a tad on the messy side for my liking tbh tried to recompile it in the newest version of UE4 and alot of there calls in the graph work are now depreciated so they dont work anymore

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Re: New Sorpigal Unreal Engine 4

Postby d4rk3lf » Jan 8 2019, 15:53

I still can't find free time to make update...but hey... anyone is interested, at any point, I'll share all the source files.
But let me first finish this first level :)
(but then again, I'll share whatever you want guys)

As for video that Grayface referenced, I saw that, even before I started this... and kudos to that guy... he did amazing thing with UE4.
The only thing that I (personally) feel, is that this New New Sorpigal, doesn't look much as New Sorpigal look. And that is what I didn't liked.
But I repeat, guy did amazing job overall...

And... stopped...

That's why my goal is so limited (and even this limited, I can update only every month or so)...
My ultimative goal is to provide graphics for the first level (that can be reused for other (open) levels), and then, if someone that do only programming in Unreal 4, can use that to do a real remake.
After New Sorpigal is all finished (if all went well), I'll do one dungeon level (with ambient lights), so it can be reused also.
But I am not promise anything. :)
Thanks all.. cheers all :)

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unknownone
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Re: New Sorpigal Unreal Engine 4

Postby unknownone » Jan 8 2019, 16:55

Lack of time is an always present issue the older one becomes and the more responsibilities he has. Thank you for all the effort you manage to put into this project!
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4

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Re: New Sorpigal Unreal Engine 4

Postby NurbOfDoom » Jan 9 2019, 23:07

What you’ve done looks great. It’s crazy you’re working on something very similar to me! I just recently have been learning the blueprint system for ue4 and started working on a “remake” of mm6 with a few quality of life changes and graphical updates (remaking buildings in engine). If you could make the smoothed assets for any dungeons or terrain maps you have available , that would be awesome. I have no experience with smoothing .obj so currently my terrain object destroys ue4 when it tries to render the lighting, So I’ve been working with no light effects and haven’t bothered retexturing or modeling buildings as a result. Came across your video looking for solutions to my problem.

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Re: New Sorpigal Unreal Engine 4

Postby DrakeBD » Jan 11 2019, 20:09

I have also been working on the level from scratch got the villager animation logic implemented too and the way the sprites always face the player took a little different way with the texture work instead of making knew just upscaled them through AI from there base 128x128 to 512x512 and it is pleasing to the eye.
Also used the M&M8 terrain texture sets as there more up to date and look better.

here is a few screenshots
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Last edited by DrakeBD on Jan 11 2019, 20:11, edited 1 time in total.

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Panda Tar
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Re: New Sorpigal Unreal Engine 4

Postby Panda Tar » Jan 13 2019, 5:01

It looks really nice!
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2. :panda:


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