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Thread: Ultima Underworld 1 port to GZDoom

  1. #1
    New Member
    Registered: Apr 2022

    Ultima Underworld 1 port to GZDoom

    Hello UW fans! There have been a lot of attempts to remake the underworld games over the years. As a just-for-fun project I've been working to port UW1 into the GZDoom engine (a modern revision of the engine used for Doom) because it would combine 2 of my favorite games fom the 90s.

    Here's a screenie:


    My goal is to bring the game over as faithfully as possible, but also add my own touches to it.
    For example, I'm not changing any of the graphics (no up-scaling or anything) but I am adding material shaders.

    The walls look nice, but I can't get over how the floors look, and the skull door really pops.

    Some sprites I'm converting to models:

    That's the stock sprite in the center, material shaded sprite on the left, and 3d model on the right.

    And I thought that the title screen should at least show the Abyss:


    Here's a video intro of my project:

  2. #2
    Member
    Registered: May 2004
    My instinct was to feel skeptical, but after watching your video, I'm impressed. I hope you manage to complete this someday.

    As far as feedback: it's subjective, but I'd prefer the material shaders to be a little more subtle. With some textures, the bumpmapping looks nice, but it feels excessive on the repeating stonework textures.

    But you're shy about your speaking voice, huh? I suppose this way you can write exactly what you want to say and not worry about stammering or misspeaking.

  3. #3
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Sir Robin View Post
    Here's a video intro of my project:
    Great, now I'm going to be hearing "doomuse" in my nightmares.

  4. #4
    New Member
    Registered: Apr 2022
    Quote Originally Posted by Twist View Post
    My instinct was to feel skeptical, but after watching your video, I'm impressed. I hope you manage to complete this someday.

    As far as feedback: it's subjective, but I'd prefer the material shaders to be a little more subtle. With some textures, the bumpmapping looks nice, but it feels excessive on the repeating stonework textures.

    But you're shy about your speaking voice, huh? I suppose this way you can write exactly what you want to say and not worry about stammering or misspeaking.
    Thank you for the feedback!

    This is my first time ever working on material shaders, so I'm learning as I go. At first I was pushing them hard, I really wanted the bricks to jump off the walls. I've dialed it back quite a bit since then. Also, I made all my material maps the same size as the textures (64x64) and I've since learned that this is not necessary. I can make the materials 128x128 or 256x256 or whatever while leaving the textures at 64x64, so I'll probably re-do the materials at some point at a higher resolution. This is a way to add more fine details without having to change the actual texture, and my goal is to keep the original textures. Part of the difficulty is that the originals have baked-on lighting that I have to work around. For example a lot of rectangular bricks come out with square bottom corners and rounded tops. Notice that on the red bricks above the passages in my original post. It's most noticable there, but then go and look at the rest of the bricks, you'll see it's in all of them.

    When I starteed I was adding some noise to the material to make the dungeon seem "gritty". But then I did some textures smooth and just liked that better. What do you think?


    Some textures I left noisy because I thought they looked appropriate that way:



    I'm trying to keep it as close to the original as possible with only some minor enhancements (colored lights, material shaders, 32x32 floors replaced with 64x64, more 3d models, etc) but I'm putting these in a separte independant project file, so they can be toggled on or off if the player wants the more pure/original graphical experience.

    About the voice, yeah I don't have a decent microphone or any experience with recording voice overs. I used to date a signer, I've seen her working with her voice coach, I know how much work it takes to do a good voice recording. That and there was a bunch of construction happening outside my window when I was working on this. So, AI voice it is. I didn't like some of the pronunciations, that's why I switched after the intro. The second one still had things I didn't like, but oh well, it got the job done.

  5. #5
    New Member
    Registered: Apr 2022
    Quote Originally Posted by ZylonBane View Post
    Great, now I'm going to be hearing "doomuse" in my nightmares.
    Metal Dude: Hey, are you using this?
    Other Dude: I'm not just using it, I'm Doom-using it.
    Metal Dude: That's so metal! \m/ \m/

    I feel like thats a Deathklok scene, right?



    The AI voice would stress the S on use, I wanted it to stress on the U, so like "you's" instead of "ussse", but I didn't know how to change that. Oh well...

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