Hexed Underworld - Hexen meets Ultima Underworld

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Hexed Underworld - Hexen meets Ultima Underworld

Postby Ozymandias81 » Fri Mar 25, 2022 1:57 pm



Many years ago, while learning how to mod with Doom and Hexen, the very first idea that came to my mind was: what if I merge my favorite games into a sort of unique experience for players? Well, this is the main target of this project.

HEXED UNDERWORLD will try to merge Hexen and Ultima Underworld 1-2 gameplays and resources into a somewhat unique approach, hopefully a new kind of experience which could work as FPS and CRPG, but nothing yet is set in stone.

Today I have shared a video showing up my attempt to imitate the original intro of Ultima Underworld - The Stygian Abyss in GZDoom, under Hexen, all built via Ultimate Doom Builder and a good set of screenshots and patience to calibrate properly all sequencies on screen, even with the music itself.

This project will be worked on whenever I have enough free time and whenever I'll think it will be time to release up something for the community. Posts in my personal devblog may happen from time to time regarding updates from this project, as well as here and in my YouTube channel. Meanwhile you can check the Github repository link at the end of this post, if you want to check its development.

While the thread atm might looks bland and simplicistic, from time to time I will improve it, I just thought it was time to start a thread out of it on first place.

Test.jpg


Mod will use UW1-2 sprites, artworks and maybe lore/dialogues/market/inventory/hud system, in conjunction within Hexen stuff as well.

And I'll work on this all alone until I'll think it will be fine for me to involve someone else for help.

ARISE FROM YOUR SLUMBER, AVATAR... HEXEN AWAITS! :P

GITHUB REPO
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Last edited by Ozymandias81 on Sat Apr 02, 2022 12:27 pm, edited 6 times in total.
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Re: Hexed Underworld [Intro of the very Alpha version ready]

Postby Ozymandias81 » Fri Mar 25, 2022 1:58 pm

[RESERVED FOR SCREENSHOTS AND OTHER STUFF]
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Crudux Cruo » Sat Mar 26, 2022 4:23 am

I LOVE ultima underworld, so yes, i'd love a gzdoom/hexen hybrid if it's done well. looking forward to this :)
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby kalensar » Sat Mar 26, 2022 4:56 am

BRavo! Excellent project. Continue in your path of Avatarhood. Remember that giving blood saves lives.
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Gez » Sat Mar 26, 2022 11:49 am

Are you working with Sir Robin?
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Ozymandias81 » Sat Mar 26, 2022 1:28 pm

Gez wrote:Are you working with Sir Robin?

Ugh damn, it looks pretty good too, but I wasn't aware of that project since I check forums only sporadically whenever I have time... How did I miss it? Anyway, I have obtained UW1 resources from an old project called "UGCK: The UW Game Construction Kit" by Kasper Fauerby, an old impressive editor that could have work like UDBuilder for Doom, but which it has never been finished afaik. On top of that, to create maps I am lucky that ages ago I have downloaded the uwviewer tool, and also gathered lots of documents and stuff from the web as well. I will make a post on Sir Robin thread and will put there a link to uwviewer, which if I am not wrong, it can't be downloaded anymore from Peroxide website.
Thanks to point me out that Gez.
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Sir Robin » Sat Mar 26, 2022 6:06 pm

Awesome work! Like Gez said I'm also working on my own UW TC (started out as just ripping the levels but it keeps growing as I get more experienced). If you have any questions about UW or how the resources work, I've been messing with it for a few months, so I'm neck-deep in it by now.

I like how you've got the avatar sprites in there - I think from U8? And how the critters are scaled - the mountain men are dwarfed and the golems are huge.

Anyway, keep an eye on my thread, I'm getting ready to put out a teaser release - I'm working on a tutorial map to show some of the gameplay features I've got scripted so far.

I'm Bookmarking this, I'll definitely be checking in!
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Valken » Sun Mar 27, 2022 3:10 am

Amazing...
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Ozymandias81 » Sun Mar 27, 2022 1:00 pm

Sir Robin wrote:Awesome work! Like Gez said I'm also working on my own UW TC (started out as just ripping the levels but it keeps growing as I get more experienced). If you have any questions about UW or how the resources work, I've been messing with it for a few months, so I'm neck-deep in it by now.

I do noticed checking your project that you have even included all dialogues, and sprites have all their offsets setup on TEXTURES which is pretty cool thing (and their nameing comes from an automatic process of renaming them - smart idea because it is not something I have done, I went more with a classical approach, which means conventional names and offsets applied)

Sir Robin wrote:I like how you've got the avatar sprites in there - I think from U8? And how the critters are scaled - the mountain men are dwarfed and the golems are huge.

That thing comes from resources rip using internal editor of Pentragram sourceport, one could even reproduce U8 if it is mad enough :lol:
Dwarves sprites sadly I have modified them ages ago, in fact I will put again their original size frames because it was a naive approach, and also I have to revert changes to inventory items since I had in mind to remove their black outlines to enhance them, but it would be an insane work - I am perfectly aware of the amount of sprites in UW :shock:
What I am not sure regarding your project is including Void entities as enemies, they were not interactive afaik if I remember correctly, most of them where put on places over lava or too far to reach, but I might be confusing it with UW2, which I played more... THey are both my favorite games, but never finished... it should be the right time now then (I got both from free on GoG a couple of months ago, adjusted their lame dosbox config and they works fine now - afaik UnderworldExporter instead is not suitable to end the game for both, or am I wrong? :?:

Sir Robin wrote:Anyway, keep an eye on my thread, I'm getting ready to put out a teaser release - I'm working on a tutorial map to show some of the gameplay features I've got scripted so far.

I'm Bookmarking this, I'll definitely be checking in!

You doing a superb job there, and in order to not clash with your project I might consider to go for the "arcade" approach with detailed maps in Hexed Underworld, keeping enemies, weapons and some of the lore from UW games
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Sir Robin » Sun Mar 27, 2022 9:26 pm

Ozymandias81 wrote:I do noticed checking your project that you have even included all dialogues, and sprites have all their offsets setup on TEXTURES which is pretty cool thing (and their nameing comes from an automatic process of renaming them - smart idea because it is not something I have done, I went more with a classical approach, which means conventional names and offsets applied)

Yeah, I setup all my textures, sprites, etc through the textures lump because it's easiest to script it and change it from there. For example, UW1 walls are 64x64 but floors and ceilings are 32x32 so all need to be scaled up. Also, UW draws its flats bottom to top instead of top to bottom, so I have to use a negative y scale to flip them all. Also, when I started, I wasn't sure what overall scale I was going to use. The maps you saw are 1:1, meaning that 64 UW map units = 64 GZDoom map units. But I wasn't sure I wanted to stick to that, so my script actually has as scale factor and I can spit these maps out in any scale like 128:64 or whatever. So having a textures lump gives me a place to scale everything globally instead of scaling every single wall and floor and ceiling individually.
It also makes it easier to change out the graphics for higher-res version later if I want to.

Ozymandias81 wrote:What I am not sure regarding your project is including Void entities as enemies, they were not interactive afaik if I remember correctly, most of them where put on places over lava or too far to reach

My script just rips out all the critters (UW engine calls monster objects "critters") as they are defined. Void monsters are defined as critters, so that how the script built them. Actually since the void monsters don't really do anything, they don't have attack or walking animations, so UW used those extra sprite slots to pack multiple monsters in a single void monster sprite set. So you're not even seeing all the void monsters because I'm only displaying the first animation in each set.

Ozymandias81 wrote:(I got both from free on GoG a couple of months ago, adjusted their lame dosbox config and they works fine now

Don't forget to change the aspect ratio. Remember that like Doom, UW wasn't drawn with square pixels. Look at your health/mana potions, if they don't look round but look short and squatty, they you're playing at the wrong aspect ratio.
Also, there is an EXE hack that gives modern mouselook and WASD controls. It is compatible with the GoG release if you want to check it out.
There are also several web pages telling how to get better music, some even mentioning using an MT32 emulator. I've never got any of them to work properly, but I remember the music from that game being one of it's strengths.

Ozymandias81 wrote:afaik UnderworldExporter instead is not suitable to end the game for both, or am I wrong? :?:

I really don't now - there have been several fan ports/remakes that have come and died over the years, I don't remember which one was which. The most recent one I looked at was Underworld Adventures, which is going again after halting back in 2007.
Is UnderworldExporter that unity one? I remember that looking promising, and said it could play the game through the end. I might have had a look at it, I don't remember how far into it I played.

Ozymandias81 wrote:You doing a superb job there, and in order to not clash with your project I might consider to go for the "arcade" approach with detailed maps in Hexed Underworld, keeping enemies, weapons and some of the lore from UW games

My scope has shifted as I be working on it. My first goal was just to bring the levels. Then I thought about putting in UW monsters and weapons. And now I've start scripting game play stuff and getting into that, so it look like I'm going for TC.
If you're just doing levels and monsters and going to mix in some Hexen stuff, I'll tell you a few things I remember from my mapping:
  1. As I said above, UW wall textures are 64x64, floors and ceilings are 32x32 and y-flipped
  2. All walls are orthogonal or diagonal. If diagonal, the textures are x-stretched to fill the line. So on diagonal lines I set my texture x-scales to 0.71, that stretches 64 to ~91 so the textures line up right.
  3. UW doesn't have an option to unpeg textures, so all textures are drawn starting at the top of the wall. UW does a weird distortion with textures on the side of ramps that I don't think you can emulate in GZDoom, so you'll have to figure out how you want to handle that.
  4. UW uses textures for level geometry and also decal objects. Textures are stretched on diagonal walls but decals are not. An example of this: On the first level, go north from the silver sapling room until you get to the bridge. Look to your right and you'll see a grating on a diagonal wall. Notice the grating texture is stretched to fill the wall. Go to where you first got the red key, north to that little room with a rat in it. Look at the grating on the diagonal wall, notice it is not stretched to fill the wall. That is a decal. To know what is a decal, try to pick it up. If it says "Nothing to get" it is a texture, if it says "You cannot get that" it is a decal.

Hexen might actually be the perfect place to import UW. I was originally thinking of a "doomguy in UW" kind of cross over (kind of like your Bloom) but as I started considering monsters I realized it would be a slaughter. Most UW monsters are slow moving melee and close-range monsters. Doom guy with shotguns and rockets would mow 'em down, no problem. I'd have to boost their abilities to make them a viable threat. But I remember Hexen has a lot more melee and close-quarters combat, that would probably work out better for UW environments.
Anyway, excited to see where you go with this, and feel free to ask me anything about UW.
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Ozymandias81 » Mon Mar 28, 2022 9:43 am

Thank you kindly for the wholesome explaantion and some of the process behind your work, though I did noticed much of what you have already stated, I wasn't aware of the "bottom to top" thing... Interesting, surely for a spot on conversion process. Regarding maps, well if I'll go for an Arcade attempt, I think I will mix "enhanced" mapping with UW stuff, and it could be good since I used to be good with underground/cavern themed maps, but still must dust off my skills because since 2015 I am mostly "mapping" in terms of debugging/fixing/improve zones from projects I have contributed on, nothing else, but hey UW has very simple mapping scheme and pretty orthogonal/cube based ones, similar to Wolf3d somehow, but with slopes and 3d objects (sort of).

I am aware of the "critters" conventional name in UW, I am aware of many things tbh but surely not like you, specially engine wise and code wise (program structure and things like these), so Void creatures where mostly randomly animated... I think I do remember that, and I do have their anims no problem (eye, litening, batskull and so on... these were their original names I think, though idk what's with second variant of batskull, there is anything there - I got resources from Underworld Game Construction Kit - but tbh I don't remember any other enemies there)

About aspect ratio, do you mean on dbox config or GZDoom? Keep in mind I have an old monitor and can handle max 1280x1024 res, and I used to play UW1-2 on a 486 back in 1996 - yeah a bit late but damn I have spent so many hours in both games, where I recall better UW2 - we need those flying brains asap though :lol:
I do probably need the exe hack because with my Castor Mionix mouse responsiveness is weird everywhere, it was way better when I had old analogic mouse under dbox, it is not a matter of "timesynched" or cycles or anything else, I do noticed that this happened after changing my mouse with a digital one

UWExporter is the Unity one yes, and later this summer work on it will be resumed, hankMorgan is just busy with his work but he will return soon to it

One last thing to say regarding your awesome explanation of your mapping for UW, at point 3 do you mean the z-clip and fixed geometry calculation? On Powerslave: Exhumed cool Nightdive Studios managed to even make it toggleable, but yeah I wonder if it is a shader or something that happens engine side there, while instead on UW1-2 it was a workaround to optimize certain limits of rendering I think given by the raycasting engine
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Sir Robin » Mon Mar 28, 2022 1:54 pm

Ozymandias81 wrote:I wasn't aware of the "bottom to top" thing...

Yeah, it's a pretty small thing, you wouldn't notice it unless you're really paying attention because most textures don't matter which way they're facing. There are a few though, starting on level 3, and you'll definitely notice if you do them wrong. That's what called my attention to them and I started looking at which way they are facing and noticed all my floors were backwards.

Ozymandias81 wrote:I am aware of the "critters" conventional name in UW, I am aware of many things tbh but surely not like you, specially engine wise and code wise (program structure and things like these), so Void creatures where mostly randomly animated... I think I do remember that, and I do have their anims no problem (eye, litening, batskull and so on... these were their original names I think, though idk what's with second variant of batskull, there is anything there - I got resources from Underworld Game Construction Kit - but tbh I don't remember any other enemies there)

UW1 has only 3 void monsters, as you said they are internally called batskull, eye, and litening. But those monster's sprite sets contain animations for multiple monsters - the batskull has the bat skull, mouth, spiral, and dog thing, and also black palette version of those 4, but I don't know if there are ever used ingame. The eye has sprites for the eye and skull, and the litening has the lightning and the fish. That's all academic, it won't matter to you, if you've got the sprites you want you can do whatever you want with them. I was just explaining that's why I have my void monsters defined that way, because my script just ripped them out exactly as-is from the UW data and I haven't changed them.
There are also a few sprite variations that are defined in the critter files but are never attached to any ingame critters. In fact there are 75 critter sprite sets, but only 64 slots for ingame critters, and one of those is the player character which you never see since there is no chase cam or mirrors ingame, so there are only 63 critters you will ever see ingame. Looking at your video, the female figther with green sleeves, the mountain man with a blonde beard, the female mages with yellow, red, and green robes - these are some of the sprites not attached to an ingame critter and never seen ingame, just FYI. So if you want to create new character, you can use these and they will never be confused for existing ingame characters.

Ozymandias81 wrote:About aspect ratio, do you mean on dbox config or GZDoom?

GZDoom already fixes this by default but Dosbox does not, IIRC, and you have to manually enable it. It's an old problem - UW, Doom, and most PC games draw their graphics into a 320x200 buffer, and that buffer is drawn to a 4x3 aspect CRT. But 320x200 is not 4x3 so the CRT stretches it 20% taller. So 320x200 pixels aren't actually square, they're 20% taller than they are wide. If you view the graphics with the pixels drawn square, everything is going to look short and squatty, and also round things won't look round. It's a well known problem, google it and you'll find plenty of posts and videos explaining it way better than I can.
Spoiler: Dosbox Aspect example

And I found the setting on my system, it's in the file dosbox-[version].conf under [render], the line aspect=true

Here is a link to the mouselook hack by John Glassmyer

Ozymandias81 wrote:One last thing to say regarding your awesome explanation of your mapping for UW, at point 3 do you mean the z-clip and fixed geometry calculation? On Powerslave: Exhumed cool Nightdive Studios managed to even make it toggleable, but yeah I wonder if it is a shader or something that happens engine side there, while instead on UW1-2 it was a workaround to optimize certain limits of rendering I think given by the raycasting engine

I don't know the technical terms for it, just something I observed in trying to understand the UW engine. Wall textures are pegged at the top and bottom of the wall, and are distorted if pegged to a slope. AFAIK there is no way to imitate this in GZDoom.
Spoiler: textures pegged on ramps

See how the brickwork lines look horizontal on the right but distort to match the ramp as they go to the left? I don't know how to imitate that in GZDoom without creating special textures for ramp walls.
Also FYI UW isn't a ray caster engine, it's a full 3d poly engine, that's why you can look up and down, and that's why it can have 3d models.
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Ozymandias81 » Tue Mar 29, 2022 6:07 am

Sir Robin wrote:Yeah, it's a pretty small thing, you wouldn't notice it unless you're really paying attention because most textures don't matter which way they're facing. There are a few though, starting on level 3, and you'll definitely notice if you do them wrong. That's what called my attention to them and I started looking at which way they are facing and noticed all my floors were backwards.

I do checked your maps on UDBuilder and wow, definitely they are the exact ones, clearly an exporter has been used and it feels incredible... At this point idk if I should work on UW maps for my project since you did already a superb job, I should then go for something different, thinking about to definitely mix UW with Hexen through advanced mapping, something ideal would be to rework your exported maps but it wouldn't be a cool move from me specially regarding your project, it would feel like a copy-paste... Unless I am allowed to do it so with your authorization, in that case I'll use original maps as base for complete overhaul and probably double their sizes (lol it seems I was mildly right in terms of map size, since map01 is something like 3900x3900, and mine is 4096x4096, using screenshot of top-down views grabbed with UWViewer tool. Love that you used interactive portals for level exits, reminds to me of the same method used in Blade of Agony by Tormentor667, and in this case it gives depth to exits (you can apply the original "stairs down" tx as texture reference, so if ones turns off GLPortals,they will see the original flat wall - just a minor thing that could work for those users which have problems to handle GZDoom, but UW won't be an intensive mod like BoA or Bloom in terms of mapping optimization, it is just a somewhat pointless suggestion) :tongue:

Sir Robin wrote:...the batskull has the bat skull, mouth, spiral, and dog thing, and also black palette version of those 4, but I don't know if there are ever used ingame.

Ah black ones, that's why I have not been able to rip them through their .tga files, DragonUnpacker set them all as alpha channel colors
Sir Robin wrote:There are also a few sprite variations that are defined in the critter files but are never attached to any ingame critters. In fact there are 75 critter sprite sets, but only 64 slots for ingame critters, and one of those is the player character which you never see since there is no chase cam or mirrors ingame, so there are only 63 critters you will ever see ingame. Looking at your video, the female figther with green sleeves, the mountain man with a blonde beard, the female mages with yellow, red, and green robes - these are some of the sprites not attached to an ingame critter and never seen ingame, just FYI. So if you want to create new character, you can use these and they will never be confused for existing ingame characters.

This is very precious to let me know, so there are even Player frames, wonder why they have put in... So I guess this list is feasible? I do remember a yellow female wizard but it was someone on UW2, you are perfectly right

Sir Robin wrote:GZDoom already fixes this by default but Dosbox does not, IIRC, and you have to manually enable it. It's an old problem - UW, Doom, and most PC games draw their graphics into a 320x200 buffer, and that buffer is drawn to a 4x3 aspect CRT. But 320x200 is not 4x3 so the CRT stretches it 20% taller. So 320x200 pixels aren't actually square, they're 20% taller than they are wide. If you view the graphics with the pixels drawn square, everything is going to look short and squatty, and also round things won't look round. It's a well known problem, google it and you'll find plenty of posts and videos explaining it way better than I can.
Spoiler: Dosbox Aspect example

And I found the setting on my system, it's in the file dosbox-[version].conf under [render], the line aspect=true

Here is a link to the mouselook hack by John Glassmyer

Yes I do understand what you said and I was aware of dbox settings as well, in fact GoG configs are always a mess and I always have to adjust them for my taste and for better performance, thanks also for the patcher even if I am more used with original commands so far

Sir Robin wrote:I don't know the technical terms for it, just something I observed in trying to understand the UW engine. Wall textures are pegged at the top and bottom of the wall, and are distorted if pegged to a slope. AFAIK there is no way to imitate this in GZDoom.
Spoiler: textures pegged on ramps

See how the brickwork lines look horizontal on the right but distort to match the ramp as they go to the left? I don't know how to imitate that in GZDoom without creating special textures for ramp walls.
Also FYI UW isn't a ray caster engine, it's a full 3d poly engine, that's why you can look up and down, and that's why it can have 3d models.

Ah you are right I completely forgot that UW used one of the very first 3d poly engines, I used to know this properly but ages ago... went into too much modding during these years :lol:
And indeed I doubt there is a way to reproduce that, GZDoom can't rotate walls unlike Build engine, unless there is something that can be retrieved from source code of Raze, but I might overracting here since idk exactly about what I am speaking of in terms of programming
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Gez » Tue Mar 29, 2022 2:57 pm

Sir Robin wrote:I don't know the technical terms for it, just something I observed in trying to understand the UW engine. Wall textures are pegged at the top and bottom of the wall, and are distorted if pegged to a slope. AFAIK there is no way to imitate this in GZDoom.


Are they skewed to stay parallel to the slope? It's an old wish.
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Re: Hexed Underworld - Hexen meets Ultima Underworld

Postby Sir Robin » Wed Mar 30, 2022 3:20 am

Ozymandias81 wrote:I do checked your maps on UDBuilder and wow, definitely they are the exact ones, clearly an exporter has been used and it feels incredible... At this point idk if I should work on UW maps for my project since you did already a superb job, I should then go for something different, thinking about to definitely mix UW with Hexen through advanced mapping, something ideal would be to rework your exported maps but it wouldn't be a cool move from me specially regarding your project, it would feel like a copy-paste... Unless I am allowed to do it so with your authorization, in that case I'll use original maps as base for complete overhaul and probably double their sizes (lol it seems I was mildly right in terms of map size, since map01 is something like 3900x3900, and mine is 4096x4096, using screenshot of top-down views grabbed with UWViewer tool. Love that you used interactive portals for level exits, reminds to me of the same method used in Blade of Agony by Tormentor667, and in this case it gives depth to exits (you can apply the original "stairs down" tx as texture reference, so if ones turns off GLPortals,they will see the original flat wall - just a minor thing that could work for those users which have problems to handle GZDoom, but UW won't be an intensive mod like BoA or Bloom in terms of mapping optimization, it is just a somewhat pointless suggestion) :tongue:

That's why I said that even if our projects are going in different directions, there are definitely resources we could share between them so we're not each doing duplicate work.
If you want to double the map scale, that's easy, my script can do it, I already wrote that feature. Only thing is that steps in UW are 16 high, double that to 32 and DoomGuy can't auto-climb them (he only goes up 24 I think) and I don't know about Hexen characters but they also might have to jump up each step. Maybe scale it 1.5x instead of? Anyway, here's both, see which you like better:
scale 96 = 1.5x
scale 128 = 2x
I had the idea to do something like BlooM where you go from UW levels and through to Doom levels and back to UW again. Way too ambitious for me, I've got too many other things to tackle first though, but I'd be interested to see what direction you take. One of my ideas was to not only recreate parts of original doom levels, but build them in a way so that they look like they were built in the UW engine - all orthogonal and diagonal walls, all snapped to a 64x64 block grid, locked ceilings, all floors snapped to nearest 16, etc.
Oh, and when you get to animating fire and water, I can tell you how that works. Everything I've found online turned out to be wrong but I've figured out how it works.

Ozymandias81 wrote:Ah black ones, that's why I have not been able to rip them through their .tga files, DragonUnpacker set them all as alpha channel colors

There are several black colors in the UW1 palette, only #0 is transparent. I don't know what DragonUnpacker does, but if it assumes all blacks are transparent, then yeah it wouldn't find anything in those sprites.
And speaking of palettes, UW doesn't have alpha channels but there are 4 palette colors reserved for 4 levels of translucency. You can see them on the ghosts - those aren't the colors they are supposed to be, those are the 4 translucent place-holder colors. Also used on the shadow beasts, wisps, fog, smoke, etc. I haven't determined what the true RGBA values are yet. I've got a set of before and after colors, I just need to write a function to extract the translucent colors as the differences. It's on my (very long) to-do list.

Ozymandias81 wrote:This is very precious to let me know, so there are even Player frames, wonder why they have put in... So I guess this list is feasible? I do remember a yellow female wizard but it was someone on UW2, you are perfectly right

The player frames are I guess just in there as placeholders. They are always a right-handed male fighter, regardless of what character you create. But it doesn't really matter because you never see them ingame.
I'm not sure what you're asking me about that link.

Ozymandias81 wrote:I am more used with original commands so far

Same, I grew up playing that game so the controls don't bother me. But some modern gamers can't seem to get over them, and it's nice to know they have that option.
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Sir Robin
 
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Operating System: Windows 10/8.1/8/201x 64-bit
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