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Thread: Unreal 5 Thief Conversion Project

  1. #1
    Member
    Registered: Oct 2003
    Location: Eagle, Idaho

    Unreal 5 Thief Conversion Project

    I downloaded the UE5 package from Epic games. I was wondering what to do with it, when I had an epiphany: Re-creating the original T2 missions in Unreal. They wouldn't be playable missions, only "museum pieces," where folks could wander around and see what an idiot I am for attempting... no, that's not it...so Thief enthusiasts can wander around and see the game from inside of Unreal. Hey! I'm retired and have a lot of time on my hands. Some old buzzards like to tinker around in their flower garden; I prefer doing stuff like this, as it keeps my mind sharp.

    I did some UnrealEd work back in the day. The new UE5 is supposed to be more intuitive, albeit quite complicated. I've downloaded the unstripped T2 missions. Dromed will be used as a reference tool to insure dimensions, texture, lighting, etc, are correct.

    Again, this is only a pet project of mine, and don't plan on releasing it for public consumption. I would appreciate any tips and tricks from UE5 enthusiasts in the community.

  2. #2
    Member
    Registered: Mar 2001
    Location: Ireland
    Aren't there tools to import Dark Engine levels into Blender or similar 3D software? Then you could just save them out as static meshes and load them into Unreal.

  3. #3
    Member
    Registered: Aug 2009
    Location: thiefgold.com
    Dawnstream started this with T1 and UE4. Then people started bringing up copyright concerns, and he got spooked

  4. #4
    Member
    Registered: Oct 2003
    Location: Eagle, Idaho
    Copyrights are only a concern when money is involved.

    If memory serves me correctly, (and at 71, that can be a shaky deal) some taffer was selling a game compilation CD way back when TTLG was in its infancy. The CD included software unrelated to Thief, and he was trying to make $$ from whatever the disc's selling point was. His mistake was including Thief FMs on the same disc. While he thought he was throwing in some freebies (I.E., Thief FMs), Eidos didn't see it that way and threatened legal action.

    Whether I paint a Thief scene with acrylic paint or re-create it in Unreal, Unity, etc, it amounts to the same thing. As long as I don't try and profit from the endeavor, no one's going to lock me up.

  5. #5
    Member
    Registered: Apr 2000
    Location: The Docks
    Quote Originally Posted by Ricebug View Post
    Copyrights are only a concern when money is involved.
    History will prove you wrong on that. Many free fan projects have been shut down because they potentially violated copyright. Think of it this way - if you recreate all of Thief in Unreal and release it publicly for free, then Embracer can't do the same thing with the IP they own and charge people for it. Or they could try, but no one would buy it, because it's available at no cost. You can bet they'd send a cease and desist letter to you to protect their property.

    But sure, if you do this at home on your own PC, and never release it, no one would ever know and of course nothing would happen to you. I'm just saying whether money is involved or not is irrelevant.

  6. #6
    Then what is the difference between making a level in Dark Mod that looks like Bafford's Manor, and making a level in Unreal that looks like Bafford's Manor? Is it just that the Dark Mod creators don't use names from Thief such as Garrett, Hammerites, Keepers etc? But they are still creating levels based on Thief.

    If Ricebug created Unreal levels as a "homage" to Thief (same physical layout) but without using those names, what would be the difference? As far as I know, nobody is crusading to shut down The Dark Mod.


    EDIT: Also this community has made Thief levels that were very similar to the original game (Lord Fishkill's Curse and Lorgan's Web being two examples) but no one has tried to have those taken down, even though they use the name Garrett and so forth.
    Last edited by RippedPhreak; 25th May 2023 at 11:22.

  7. #7
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by RippedPhreak View Post
    Then what is the difference between making a level in Dark Mod that looks like Bafford's Manor, and making a level in Unreal that looks like Bafford's Manor? Is it just that the Dark Mod creators don't use names from Thief such as Garrett, Hammerites, Keepers etc? But they are still creating levels based on Thief.
    Dark Mod doesn't officially support any maps that recreate Thief levels. It's all rather subtle language but it makes a difference. The Dark Mod was inspired by Thief but is not based on it since it does not exist in the same fictional universe. Dark Mod levels are based in the Dark Mod fictional universe and do not use Thief IP.

    If Ricebug created Unreal levels as a "homage" to Thief (same physical layout) but without using those names, what would be the difference? As far as I know, nobody is crusading to shut down The Dark Mod.
    I don't think anyone would could after Ricebug for creating what would essentially be unplayable maps for people to enjoy. It wouldn't be recreating the games.

  8. #8
    Member
    Registered: Apr 2000
    Location: The Docks
    As far as I know, there haven't been any TDM missions released that resemble official missions from Thief (like Baffords). Correct me if I'm wrong of course.

    Actual Thief missions created using OMs is allowed, per the docs included with Dromed, I believe.

  9. #9
    Member
    Registered: Aug 2009
    Location: thiefgold.com
    It's easy to circumvent copyright by making crafty small changes. So in TDM the Hammerites become the Builders, their symbol is slightly altered to include a cog with the hammer, etc, though everything else about them is nearly the same.
    This is how knockoffs and mockbusters can stay under the radar - to be clear, I'm not calling TDM a knockoff by any means, but copyright-wise the analogy can be made

  10. #10
    Member
    Registered: Mar 2001
    Location: Ireland
    Think of it like writing essays for school/college. Copying the text directly from some source is plagiarism, but reading it and then writing the same knowledge in your own words is research.

  11. #11
    Member
    Registered: Oct 2003
    Location: Eagle, Idaho
    For some reason, I'm not getting any notifications on posts I've made except for from the first responder.

    The Unreal thing would/will be unplayable... just a pretty stage set and nothing more. Slogging through the tutes on that beast is giving me a major headache, however. I thought Blender was bad.

    FYI for you lawyers, I recreated the first DooM level for Thief 2. The sky never fell.

    When Rust was in its heyday, I was in a non-profit capacity "employed" by iD Software writing tutorials on how to use their level editor for Quake 2 & 3. I re-created all 31 levels of DooM II, using the Quake II editor. iD never batted an eye, never said squat. Course, they owned both games, but still.

    I'll break the envelope until someone tells me not to.

  12. #12
    Member
    Registered: Aug 2022
    I was always wondering how to create mantle/climb things in Unreal and Unity engine?

  13. #13
    Member
    Registered: Oct 2003
    Location: Eagle, Idaho
    Not gonna be a playable game; just a showcase project. That said, Thief II looks so plain, putting new clothes on the old gal won't impress. Lots of work for little return.

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