Announcement

Collapse
No announcement yet.

Modding Die by the Sword into UT3 (UE3)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Let me tell you something. You must be insane to assume that you'll get an easy/hard answer that would satisfy you. Allow me, please, to explain it to you in complete full detail, why I used words so harsh.

    The level of difficulty of this task will depend on person or persons you ask about the given tasks directly. So I won't say whether it's easy or hard, because that's a question for people who would work on such a conversion.

    First let's assume that you wouldn't want Die By The Sword complete remake, but only implementing the gameplay mechanics into UT3. Such task would require the following:

    - 3D artists and animators to add animations to existing player models so that they could use melee weaponry such as swords or clubs. Models for these would also have to be done.
    - coders would have to make the game utilize the additional animations in order to make all this appear during play.

    For a complete remake of Die By The Sword, you would firstly require permission from the current copyrights holder, which may be difficult to obtain in some cases, easier in others. Should you receive such a permission, you would need practically a complete development team to pull it off -I'd recommend to switch to UDK for this, since it has many content creation features that UT3 still lacks, and with the permission from the current copyrights holder you would be free to do that. On with what you'd need:

    - You'd require concept artists that would create visions of how the game's levels, enemies, protagonists and everything else should be updated to current generation visual and audio level.
    - You'd require modellers and animators to create all the pawns, weaponry, decoration elements, etc, etc.
    - You'd require texture artists to create updated textures for the environment as well as all objects and pawns.
    - You'd require mappers to create game levels.
    - You'd require sound technicians to update the game's sound effects to current generation quality level.
    - You'd require coders to make the entire framework behind the game, so stuff the players don't really see or care about until it's broken -- so gametypes, weapon working rules, game balance, menu, everything literally.

    I'm not saying you'd require an army of people. Some teams have one person per position and still are able to create content in fairly decent tempo, but still overloading people with duties might rather slow them down than make 'em speed up. And there's quite a lot of content, since we're talking a big commercial game (and add-on Limb from Limb), not some 3-level freeware minigame. So yes, it'd be quite a challenge, especially if your team was inexperienced. If you managed to enlist experienced modders, this would definitely make things easier, but it'd still be time consuming.

    To top it off, there is the question of legality -- as I have said on the beginning, you might have a hard time getting a permission to remake the game, so that's an important factor adding to the challenge.

    I'm not saying "Don't do it", but if you indeed think seriously of organizing such an endeavor, you must know what the challenges lie before you and why exactly did these challenges appear in the first place.

    There's your concrete answer, the best one you'll most likely get.

    Leave a comment:


  • replied
    i know this thread is like 3 years old but anyone looked at the crucible weapons? they've got a hammer, works the exact same (not to mention that 3 uppercut kills with it rewards you with 2 swords )

    Leave a comment:


  • replied
    bump? looking at DBTS, it looks like a great idea.

    Leave a comment:


  • replied
    Originally posted by Oakwarrior View Post
    So, can anyone give any tips or something?
    Hope this helps.
    http://chimeric.beyondunreal.com/tutorials/tut17.html

    You should also check out other game engines for what you want to do. Here some mods using Valve source engine with malee combate.
    you could probably ask some of them for advice.
    http://www.moddb.com/mods?filter=Sea...me=61&type=def
    http://www.moddb.com/mods/2214/pirat...and-knights-ii
    http://www.moddb.com/mods/9196/parallel

    Or Crysis
    The reason I put crysis in here, is because theres already some form of melee in the game:
    you can pick up certain branches and swing them like a club or sword, and you can Punch the S**T out people, which is always fun.
    http://crymod.com/portal.php

    Or you could wait until projectoffsets game come out, which will have malee combat.
    http://www.projectoffset.com/
    http://www.stage6.com/user/Krushergr...Offset-Trailer

    Leave a comment:


  • replied
    *BUMP*

    Despite the complexity of the project, I still would like to see someone pick this project up.

    Leave a comment:


  • replied
    So, can anyone give any tips or something?

    Leave a comment:


  • replied
    Just got Die by the Sword in the mail, with Expansion. Going to try it out with the wiimote.

    I can't stress this enough. I really want this project to happen! ^_^

    Leave a comment:


  • replied
    Originally posted by ambershee View Post
    Ack. I work with UE3 full time as a profession, and personally, I'd dread even the thought of implementing a VSIM system, although it is possible, getting a decent mouse movement detection system is very, very hard to implement if you need it to accurately reflect enough to have a real-time combat system.

    I don't think you could have any kind of animation system without heavily modifying the animation system.

    Quite simply put, it wouldn't be possible without the engine.
    Well, if you have played Dark Messiah (or if you haven't, then look at some of the gameplay footage on youtube), is that kind of combat system easier? It should be, and is it doable with the tools that UT3 comes with?

    EDIT: ****! Nice work, kadjikun

    Leave a comment:


  • replied
    Never played the game because I never knew what i was about. Looks awesome, going to buy it when I get the chance.

    From what i've read, there is a lot of movement calculations. I'd be interested ins eeing this idea used with the Wiimote. Recently the UDPlink and thingy was activated, so the use of Wiimote interfacing is more than possible now.

    Ambershee: Sorry for bringing up the Wiimote again.

    EDIT: Something for people to enjoy: http://youtube.com/watch?v=ge96uISNrNM & http://www.youtube.com/watch?v=5D8Jfr-sIpM

    Okay, if this project does get picked up, I would love to be map and conceptual artist. I can take on such a project, only if someone else is leading. I can only play as a minion on a team. If you want to see some of my work, check it out here. I'm more than qualified for mapping. My primary tool is Valve Hammer, but I've used Unreal Engine 1 & 2 for a couple of small projects. I don't have any screen shots of those since they are under NDA, but I'm more than qualified for Subtractive Mapping.

    Idea:
    Wiimote: Nunchuck for Shield movement, Wiimote for Sword Movement.
    360 Controller: Left Thumbstick for Shield Movement, Right for Sword Movement.
    Mouse: Right click to switch between Shield Movement and Sword Movement. Last position for shield will stick.

    Leave a comment:


  • replied
    Ack. I work with UE3 full time as a profession, and personally, I'd dread even the thought of implementing a VSIM system, although it is possible, getting a decent mouse movement detection system is very, very hard to implement if you need it to accurately reflect enough to have a real-time combat system.

    I don't think you could have any kind of animation system without heavily modifying the animation system.

    Quite simply put, it wouldn't be possible without the engine.

    Leave a comment:


  • replied
    Anyone? Seriously, how hard is it to make a simple melee combat system? Help?

    Leave a comment:


  • replied
    Meh, well still not having a concrete answer on how hard is it doesn't exactly help
    If that's not possible, then is Dark Messiah of Might and Magic style combat doable? Any players here?

    Leave a comment:


  • replied
    Good God, DBTS was a wicked game. One of my all time favorites.

    However, I think that this would be so rediculously hard to pull off that it would take a whole new game to make it work.

    I think you'd be better off finding out if Treyarch still exists and bugging them to make a sequel. Sure, it probably wouldn't go anywhere, but you never know what planting a seed can grow into.

    Leave a comment:


  • replied
    Bump?

    Leave a comment:


  • replied
    I'd appreciate an answer from an UT3 modding guru or something really much. Anyone have an idea where those kind of people hang out?

    Leave a comment:

Working...
X