Warhammer Dark Omen Forum

The Remake Project => General Suggestions => Topic started by: devast3d on October 01, 2016, 12:33:24 AM



Title: Dark Omen Reborn
Post by: devast3d on October 01, 2016, 12:33:24 AM
Hello Community!

I am the new member of the Dark Omen fan club! I've amazed that so much work has been done already to keep this wonderful game alive. After reading some of the topic on the forum I decided to dive in and attempt to create Dark Omen replica. Called the project Dark Omen Reborn! The goal is to use UE4 as the base engine, importing as much as possible from the original DO files. Thankfully there are many tools and source codes already written to help me started and even some members of the community are still active!

Below is the motivational screenshot of the first level terrain imported into UE4 already. Therre are many things to be done yet, but that's only the start!

[attachment=1]


Title: Re: Dark Omen Reborn
Post by: olly on October 01, 2016, 01:36:00 AM
Wow! Extremely exciting times ahead thanks - I've downloaded the UE4 Editor (similar to Unity) & busy working through the tutorials, to hopefully be of some assistance. All are welcome to join in the fun and finally achieve a shared dream.

Dark Omen Reborn!

Join https://darkomen.slack.com/ (https://darkomen.slack.com/) to start collaborating by sending me your email address, so I can send an invitation.

:)

Tutorials ->
https://docs.unrealengine.com/latest/INT/Videos/ (https://docs.unrealengine.com/latest/INT/Videos/)

https://www.youtube.com/user/UnrealDevelopmentKit/playlists (https://www.youtube.com/user/UnrealDevelopmentKit/playlists)

https://www.youtube.com/watch?v=l6pRgMhzCt8&t=0s (https://www.youtube.com/watch?v=l6pRgMhzCt8&t=0s)


Title: Re: Dark Omen Reborn
Post by: EvgenS on October 05, 2016, 03:47:55 PM
UE4? Sounds like a serious business this time.

I have problem to join https://darkomen.slack.com/ as it asks for @btinternet.com email address which I do not have...
I tried to register one at https://signin1.bt.com/login/emailloginform but during registration it requires BT billing account which I do not have.  :-\

Can I sign up using my gmail account somehow?
EDITED:
I learned from help guide that I need to be invited first. So my gmail - evgensharov31@gmail.com


Title: Re: Dark Omen Reborn
Post by: olly on October 05, 2016, 05:28:24 PM
Hiya, I will sign you up via your email address when I return home and have changed my post above, to request email to allow signup.

See you shortly to join in the fun!

Thanks

:)  


Title: Re: Dark Omen Reborn
Post by: devast3d on October 13, 2016, 12:49:42 AM
Yeah, I encourage everyone to join! We are progressing rapidly  8)
[attachment=1]


Title: Re: Dark Omen Reborn
Post by: bennymcl on October 15, 2016, 03:58:41 PM
Wow this sounds awesome... where can I read more about the objective of this initiative, Olly?


Title: Re: Dark Omen Reborn
Post by: olly on October 15, 2016, 07:24:50 PM
I've emailed/invited you to join in the fun and read about it more.

:)


Title: Re: Dark Omen Reborn
Post by: bennymcl on October 15, 2016, 10:03:18 PM
Noice! I will have a look! Thanks, mate!


Title: Re: Dark Omen Reborn
Post by: olly on October 23, 2016, 05:00:15 PM
Devast3d has been investigating Lighting (.LIT and .SHD) and has kindly made a Dark Omen Light Editor ->
[attachment=2]

and a Texture replacer to help see lights effects more clearly

https://github.com/devast3d/LitEditor/blob/master/LitEditor/bin/Release/LitEditor.exe

[attachment=1]
"it's second light only in B1_05 with only light flag enabled by changing attenuation from 0 to ~0.09 in 6 steps"

However, we have the following questions to answer, that I am hoping to send to original Dark Omen LitEditor Paul B

1. Flags confirmation
- bit1: if shadow
- bit2: if light
- bit3/4: if 3 then directional, if 4 true point, if 0 point
- bit5: affects furn
- bit6: affects base

2. What is Point light? And the difference versus TruePoint?

3. What is the meaning of the float value after the flags? Seems some kind of attenuation
- how it affects all 3 types of light
- it affects light, does it also affect shadows?

4. Is scene ambient light is (0.3, 0.3, 0.3)?

5. If you recall general lighting formula?
- how color>1 fits in there?

6. How shadows are produced?
- raytracing? shadowmapping? something else?
- we suspect that SHD file is used in producing shadows. How?
- how do you managed to created shadows from point lights?
- seems they're substracted from the lights, do you remember formulas?

7. How do you properly read normals from m3d file? using vertex normals gives strange results sometimes"


Title: Re: Dark Omen Reborn
Post by: devast3d on November 15, 2016, 11:47:55 PM
Latest results regarding lighting import.
[attachment=1]


Title: Re: Dark Omen Reborn
Post by: olly on November 16, 2016, 04:51:51 PM
Fantastic!

:)


Title: Re: Dark Omen Reborn
Post by: tovertrut on December 07, 2016, 09:57:30 PM
looks good,cant wait to play best game ever on a newer engine


Title: Re: Dark Omen Reborn
Post by: dougie on January 15, 2017, 11:59:48 PM
looking good, I'm a programmer/3d artist, I'd like to be a part of the
cinematic or programming side of things, I started something
a while ago with a sequel in mind using DirectX 9 but DirectX 9 is a little old
now I think.

if I can help at all let me know,
sound_of_solos@hotmail.com

dougie


Title: Re: Dark Omen Reborn
Post by: olly on January 16, 2017, 12:07:04 AM
Welcome and invite sent

:)


Title: Re: Dark Omen Reborn
Post by: dougie on January 16, 2017, 12:27:39 AM
thanks


Title: Re: Dark Omen Reborn
Post by: devast3d on January 28, 2017, 06:03:31 PM
Brief update on the latest achievements.
- App for reading BTB files. Mostly for visualization purposes. One important feature is constructing walkability texture for a level. More work has to be done here.
- Using walk map simple pathfinding was added. It's in the beginning, but can already calc pathes around the level (currently using classic A*, may change in the future). A LOT of work is still required here.
- Also simple app for reading sprite file (based on previous work). Mostly for converting sprites into modern format. The reason - create some squads for imporving pathfinding.


Title: Re: Dark Omen Reborn
Post by: Ghabry on April 20, 2017, 07:26:44 PM
Are source and download of that BTB and SPR Ui tools available somewhere?


Title: Re: Dark Omen Reborn
Post by: EvgenS on April 20, 2017, 07:34:36 PM
Are source and download of that BTB and SPR Ui tools available somewhere?
Hi Ghabry
I guess you can find them here https://blackdogs.atlassian.net/wiki/display/DOR/Relevant+links
If you do not have access to drive just push request


Title: Re: Dark Omen Reborn
Post by: devast3d on April 20, 2017, 09:58:19 PM
Ghabry,

Sources for everything could be found on my github account https://github.com/devast3d
Specifically BtbEditor is here https://github.com/devast3d/BtbEditor, compiled version is here https://github.com/devast3d/BtbEditor/tree/master/BtbUI/bin/Release
Feel free to do anything with it :)

BTW, I'm currently working on adding steering behaviors for the unit. Finished first (normally working) version today :)
(https://media.giphy.com/media/3oKIPdtBsph8OFXxHq/giphy.gif)


Title: Re: Dark Omen Reborn
Post by: Ghabry on April 20, 2017, 10:36:09 PM
Thanks, the new BTB Editor could be convenient compared to Robs legacy one. Did you figure out anything new about BTB during the last years? Same question applies to PRJ.


Title: Re: Dark Omen Reborn
Post by: devast3d on April 20, 2017, 11:57:57 PM
Nope, I've written it mostly for preparing pathfinding. It could be used as the full substitution, however, I don't have time to make it so. The only new thing I've discovered is proper usage if LIT files.
p.s. Let's not flood this thread with off-topic. We can discuss this either in slack or another thread :)


Title: Re: Dark Omen Reborn
Post by: EvgenS on June 01, 2017, 05:07:42 PM
The May was very fruitful for DOReborn project.
Unit pathfinding is probably the biggest feature added this month. Along with improved movement it takes into account all walkable terrain on the level now.
The Level got deployment zone which does not affect gameplay yet. Also, some basic HUD elements and unit commands were implemented.  
https://www.youtube.com/watch?v=FVSD0X6uJi0 (https://www.youtube.com/watch?v=FVSD0X6uJi0)

Last but not least is implementation of unit charge maneuver
https://youtu.be/4FoUhetTn_M (https://youtu.be/4FoUhetTn_M)

There are some minor bugs here and there but with such almighty developer as devast3d they are doomed to be fixed




Title: Re: Dark Omen Reborn
Post by: olly on June 01, 2017, 06:16:26 PM
It's certainly progressing well and I would urge anyone interested in game development and all Dark Omen fans to join in the fun, as great learning!

:)



Title: Re: Dark Omen Reborn
Post by: EvgenS on June 04, 2017, 08:06:12 AM
Last update includes in-game cursor and some HUD elements:
https://www.youtube.com/watch?v=YsKNwYb39qM (https://www.youtube.com/watch?v=YsKNwYb39qM)

Also, the project was migrated to latest UE 4.16 version


Title: Re: Dark Omen Reborn
Post by: EvgenS on June 07, 2017, 09:31:29 AM
Added unit banner.
Movement were enhanced with beacons and unit makes reform maneuver on-the-go now.
https://youtu.be/hbax4jsewuk


Title: Re: Dark Omen Reborn
Post by: EvgenS on June 14, 2017, 11:51:00 AM
HUD was enhanced with mini-banners which pop up when units leave the screen
DOReborn: HUD enhancement (http://www.youtube.com/watch?v=QpEGwbmv0rY#)