[WIP] Ultima Underworld level conversion

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Re: [WIP] Ultima Underworld level conversion

Postby Gez » Fri May 06, 2022 3:40 pm

Ozymandias81 wrote:I can imagine by using the Hires folder and define them via TEXTURES

No need, the various maps (brightmap, normal map, etc.) are automatically scaled to the size of the texture bitmap.
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Re: [WIP] Ultima Underworld level conversion

Postby Sir Robin » Fri May 13, 2022 12:55 pm

Ozymandias81 wrote:Oh yes I am very used to fix these kind of things, though it is very time consuming but it also allow me to fix minor details over each sprite if I notice some dots that shouldn't be there... As I said on my project thread, the process is painful (and it will be "creepy" for Ghouls and Goblins, so many frames). The only thing is that we must consider that our mods won't be cooperative friendly, since Pain/Attack/Death frames doesn't have rotations, but works good if you have in mind a Wolf3D environment in mind and remove infighting.

Yes, I'm aware of that. the UW critters have 8 rotation slots for idle and walking, but all other animations have only the primary slot, no rotations. So as you said they are similar to the wolf3d models. That's why I had mentioned LOW earlier, it's one of the remake attempts that has 3d models. Also the Japanese UW1 release had full 3d models for all the critters. In the future I might look at what it takes to import either of those model sets, but for now I'm sticking to the sprites.
And for infighting, I understand they can only ever face the camera, but the UW engine does have a system for infighting, and even a charm/ally system, but I never play with it in-game so I couldn't say how well it worked.

Sir Robin wrote:Awesome, I'll take a look. If your resolution / art-style are different than what I'm going far, I could probably still roto-scope them and use them as a guide for doing my own. Either way, thanks for that.

I used the old frankespriting school ahaha, simply via GIMP and copy-pasting details that might work, then lots of retouch and patience. Sword will be surely the hardest one, meawhile I have also finished axes.

Ozymandias81 wrote:wands and poles can be easy adapt from Raven games, though sling is the true problem if I plan to add HUD anims... or go just for a sling sound, the gem flashing and blinking until you throw stones).

Yeah I'm using the Heretic staff melee as a stand-in for my pole atm. UW didn'thave any HUD graphic for ranged weapons like slings, bows, crossbows. I'd like to find some for the bow and cross bow, but the sling since it's an overhead sling not a slingshot maybe just needs a whooshing sound while you're twirling it?

Ozymandias81 wrote:Who knows anyway, I might also attempt the "distinct" approach and will let you know it.

Whatever you end up doing, I'm sure it will look great and I'm looking forward to it. You've got a lot of good experience and I like seeing what you've done so far.
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Re: [WIP] Ultima Underworld level conversion

Postby Sir Robin » Fri May 13, 2022 12:57 pm

Gez wrote:No need, the various maps (brightmap, normal map, etc.) are automatically scaled to the size of the texture bitmap.

In my first testing in seemed that they only worked if they were the same size as the original texture, but now I see it is as you say. Well, that changes some things, gives me a lot more flexibility. Also gives me more work to do...
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Tutorial posted

Postby Sir Robin » Sat May 14, 2022 4:22 pm



I'm posting a snapshot of the tutorial level - still WIP but you can take a look around and see what I've got going so far.

download it here

LOADING
It's a ZIP file with a bunch of PK3 files inside. The file LoadOrder.Tutorial.txt lists them in the order to be loaded.
If you're using ZDL, run the Make-ZDL.Tutorial.bat script and it will produce a file called tutorial.zdl that you can launch directly. Of course this only works on Windows or other systems that can execute .bat files.
I think it will work with any iWad, but I've been doing most of my testing with Doom2 1.9

RUNNING
You can watch the titlemap intro (nothing more happens after the main title comes up) then open the main menu, Initiate an Adventure and choose Tutorial.
You can go through the tutorial rooms, and look at the F1 help screen for a cheat sheet of what the icons do.
I'm hoping for some feedback on the interface - does it seem intuitive or cumbersome?

NOTES
Combat math is not implemented. The combat areas mention that different attacks from different weapons have different effectiveness on different armor. None of that is currently implemented.
Crafting is not currently implemented. One of the tutorial rooms says to craft a torch, but you cannot. Go to the back of the room and pick up a pre-made torch.
Lights burn out pretty quick. I set the duration short for my testing. For the final game they'll have more realistic durations. For now you can summon uw_oilflask items to keep them topped off. Just remember to extinguish any open flames before pouring the oil, or bad things can happen.
Lights in the world can be extinguished with USE but cannot be re-lit unless you have something with an open flame in your hands - candle, torch, taper. A lantern does not have an open flame and cannot be used to light other lights.
I'm using the UW2 light model, where lights that spawn in the world are immortal (don't burn out) but once picked up they become mortal. Dropping them back into the world does not change that. Once picked up they are forever cursed with a mortal lifespan.
Inventory is not currently implemented. You can carry one item in your hands and that is it. You must drop it to pick up something else.
There is a bug when you cannot equip any mace weapon (such as the cudgel). It was working once, I don't know why it stopped and haven't looked into it yet.
Unequipping a weapon currently isn't implemented, the only way to drop a weapon is to switch back to the fists or touch another weapon.
Currently the weapon drop code uses the gzdoom drop code which sends it flying in a random direction. When I implement my own drop code it will drop down like any other item.
Containers are half-implemented - they can be opened and "emptied" but they don't contain anything and there is no way to put things in them yet.

You can play the regular levels (choose The Stygian Abyss in the menu or warp to UW1MAP01) but will not start with any lights. You can find one in level, or summon one of UW_Candle, UW_Torch, UW_Taper, or UW_Lantern. I'd suggest UW_Taper since it never burns out. You can't bring an item from one level to another, and so need to drop the light at the exit and spawn a new one in the next level. Walking into an exit with an item in hand will make the item stuck at the exit.

For fun: Summon UW_Lantern_RGB, build yourself a nice discotheque 8-)
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Re: [WIP] Ultima Underworld level conversion

Postby Ozymandias81 » Thu May 19, 2022 11:21 am

Hey man, I have been quite absent from Doom Community for more than a week, since I got involved on the Duke Nukem Forever 2001 Leak and uploaded a repository for it in my Github profile. I think in a less than a week or so I will fully return to Doom modding, since I must finish the widescreen fixes for the blade weapon HUD sprites and then will give a whirl to your Tutorial, which I have long awaited in drooling hype.
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Re: [WIP] Ultima Underworld level conversion

Postby Ozymandias81 » Thu May 26, 2022 5:39 am

Sorry for the long delay, but I am ripping tons of resources fom various games asyou might have noticed on Resources group of threads, but finally had some time to test the tutorial... and it is like WOW! Those books are a clever idea, and I see why dummies are so cool now, funny how they "regenerate" too :wub:
Overall the pick/use system is pretty advanced and fits well for an enhanced experience in UW, I guess that once even then paperdoll will be fully functional, objects will be added automatically to the first free ideal slot. What I mean is do you will keep the "hanging" object too or will you remove it from screen?
Meanwhile I also checked the coding and damn, it is so advanced have to say again, I might inspect better gem/health functions in the future so to understand how to implement them in my mod, which works quite differently but it might help me to know how to handle the whole thing.
The concept behind rooms for tutorial reminds to me, in a different form obviously, how Serious Sam introduced players to the game. I bet the last tutorial will be a full-fledged arena battle with weapons, runes, a couple of enemies and a way to choose weapons before the fight by talking to someone which can lend you your favorite armors and weapons plus some clues (so you are able to test everything you have learn at that point - fight, magic, talk, use, see and so on).
I do also like the concept of mimicking the bland immortal dark blue light which follows you to make it look similar to UW games, as you already said once somewhere. This project requires a big huge lot of thinkering, specially for me which I am just an intuitive modder and don't have the presumption to calling myself "a programmer", even if in some aspects of Doom modding I might considered too (specially with old Decorate), with zscript I must reinvent the wheel so it will be a slow learning if life will allow me too.
As to the end this little feedback from me, maybe you might have noticed but there are a couple of misspels here and there inside the Tutorial map ("minimim" on Fist Tutorial; "equiped" and "diferent" on Weapons; "congratulaions" and "finsihed" at end of Tutorial) plus that the "W" character seems to be shorter compared to others (on books). Congratulations, this Tutorial is even better than what I have expected :D
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