October 16, 2018, 04:02:06 PM


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1  Modifications / 3D Scenery Models / Re: Portrait meshes on: March 15, 2018, 08:44:55 AM
Yeah, migration could be PITA, so we better avoid it if possible  Smiley
2  Modifications / 3D Scenery Models / Re: Portrait meshes on: March 14, 2018, 08:49:52 AM
We're using 4.16 because we rarely need anything from the graphics or blueprints UE offer. Have you spotted anything from the latest versions that affect us? Migrating to the last version may incur some costs, so we need justification for this.

p.s. if you want to try to migrate yourself and see what happens, you're welcome to do it on your local copy Smiley
3  Modifications / 3D Scenery Models / Re: Portrait meshes on: February 28, 2018, 08:40:02 AM
Cool! Can't wait to see the heads in UE  Smiley
4  Modifications / 3D Scenery Models / Re: Portrait meshes on: February 25, 2018, 10:41:43 PM
Have you figured out how animation works? I mean actual mesh movement.
5  The Remake Project / General Suggestions / Re: Question about the Remake project on: January 21, 2018, 01:24:16 PM
Hello and welcome!

I encourage you to join our Slack channel where we discuss most of the things. From what you've listed I think the most usable skill for us currently is 3D modeling. We don't have a person who can spend his time on animation things in UE4 which would be valuable in the future when we will upgrade from sprites to 3d models.

We can also create remake specific web page to advertise it, however, this will be mostly required when the project itself will be close to be finished Smiley
6  Warhammer Dark Omen Community / News / Re: Merry Christmas and Happy New Year on: December 26, 2017, 09:39:25 PM
Congratz everyone! I'm happy I found you a year ago!
7  Modifications / 3D Scenery Models / Re: Portrait meshes on: December 24, 2017, 11:18:13 AM
Wow, that's great news! Keep us updated  Cheesy
8  The Remake Project / General Suggestions / Re: Dark Omen Reborn 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 Smiley
9  The Remake Project / General Suggestions / Re: Dark Omen Reborn on: April 20, 2017, 09:58:19 PM

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 Smiley

BTW, I'm currently working on adding steering behaviors for the unit. Finished first (normally working) version today Smiley

10  Warhammer Dark Omen / Singleplayer / Re: The hand on: February 11, 2017, 06:33:22 AM
I usually beat this map splitting the army in two equal parts on the left and right sides keeping art on the ledge. Using mortar and fire mage (to stop or redirect enemy movement) is the key to win.

p.s. Never ever used ice mage for anything. IMO it's the most useless regiment in the game Smiley
11  The Remake Project / General Suggestions / Re: Dark Omen Reborn 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.
12  The Remake Project / General Suggestions / Re: Dark Omen Reborn on: November 15, 2016, 11:47:55 PM
Latest results regarding lighting import.
13  The Remake Project / General Suggestions / Re: Dark Omen Reborn on: October 13, 2016, 12:49:42 AM
Yeah, I encourage everyone to join! We are progressing rapidly  Cool
14  The Remake Project / General Suggestions / Dark Omen Reborn 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!

15  The Remake Project / General Suggestions / Re: Question about the Remake project on: September 25, 2016, 01:07:15 PM
Hello Forum.

As most of you I came here because I love Dark Omen game. I have been playing this game for many many years and still enjoy it. Games which were released after DO in my opinion do not even come close to DO (this includes Mark of Chaos and TW Warhammer). So after finish the campaign once again I googled to find whether there are more things in DO universe probably made by the community. That's how I found this site.

I was surprised that there are so many mods available (and I only begin to discover how cool they are). Of course modding capabilities are limited and pretty cumbersome since we don't have any original sources (and I doubt we ever will).

Being a programmer myself with exeprience in game development and rendering I decided I have to do something with this. I saw in the wiki there were several attempts to write editors and even engines, but no completed projects unfortunately.

What I want to do in short: create replica of the Dark Omen as close as possible to the original game mechanics.

Here's slightly longer description. I want to use UE4 to program game mechanics using original art assets (at least for the beginning). Make the project open (keeping it somewhere on github). If things will go well, then extend the core mechanics with newer features and remaked art. What I'm not going to do is to write the engine/editor from scratch since this will take eternity and will eventually fail for sure.

In short about me: I'm 30 y.o. Have been worked with many game engines throught the carrier (including XNA, Ogre3d, Unity and lately Unreal Engine 4). Have C++ and C# knowledge, slight background in 3d modelling and 2d processing (3dsmax and Photoshop). Currently working in one of the world leading company connected to game development and hardware (so unfortunately I can't make this project my main job). I am not an artist, so I mostly uncapable of creating 2d, 3d art or music, however I understand the processes.

What I need for starters: someone who is capable of directing me to the basics of the game mechanics (probably by giving links to wiki or something, since I've only started to explore the website and there are tons of details). I've completed the game many times, but never thought about recreating it before, so I need structural explanation. We can then discuss further plan.

Meanwhile I will continue to explore the forum and wiki to get basic information to start working on the terrain since it looks like the first thing to do.
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