I made Team Fortress 2 Next-Gen with Unreal Engine 5!
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- Опубликовано: 13 июн 2024
- I remade TF2 in Unreal Engine 5 utilising Ray Tracing, Real Time Destruction and Nanite!
Please leave a comment if you watched to the end, I would love to see your suggestions on what I can make next :D
[06 Aug 2023] Wow this vid just got 2 thousand view in a day! thank you for watching and sorry I stopped replying to everyone it feels quite overwhelming to know that many people have watched this, I was surprised this got 100 view, so 2600 is mind blowing!
Update the lighting to account for the intentional lighting style valve used to achieve the art style. They have design/Dev notes and presentations on it
Exactly.
The rendering and art style in Source for Tf2 was done with a specific design and intent that made it what it was.
Hey, Yea its probably possible to match the lighting closer, I had a quick google for those dev notes as I'm sure its an interesting read, without finding them though I cant say for sure if I'd be able to translate that into UE5. I know TF2 uses light warps and stuff but beyond that I don't know any specifics
@@GameDev_EvI found a paper on the lighting and other aspects of the rendering that may be useful! steamcdn-a.akamaihd.net/apps/valve/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf
@@GameDev_Ev The closer you can match the color palette the better, and honestly you might try turning of some of the effects (mostly bloom). LESS realism might work better... It's tough to add detail to TF2 because you're deconstructing it's intentionally cartoonish art style. Like, you did great work making the textures more 3D but the result isn't TF2 anymore. Can't say I know how to improve it exactly.
@GameDev_Ev The document is called "Illustrative rendering in Team Fortress 2" and you could probably imitate it with just kinda high specular and maybe fresnel shading for the rim lights if you were interested.
Awesome work!
Imagine playing payload only to find that the track broke because a soldier tried to rocketjump.
Lol yea, not sure the destruction would be a good idea really but it was a fun concept to play around with in UE5
@OskarTrollington Yea that could be a good way to implement destruction. For variety sake there could be multiple triggers for for different bits around the map that way each game could be slightly different!
I think the realistic lighting and such kind of makes it lose the color of TF2.
It's kind of why I don't think more advance modern Rendering tech =/= better or applies with any Art style.
Hey, You can definitely make stylised games in new game engines think Prey or Valorant. If I revisit this and make another TF2 map then I'm going to spend more time on the lighting as a few people have mentioned it being wrong for the scene which I kind of agree with as I didn't spend a lot of time on the lighting as I only game myself 2 weekends to get this finished. :(
fortnite
@@GameDev_Ev Im aware my man, still nice work .
The normally accessible doorways being blocked with the no entry walls is a nice touch
Yea I was on a time crunch and didnt have time to flesh out everything :P
This is critically underrated.
Thank you 😁
@@GameDev_Ev sorry , I do Not mean to sound rude or bad but -- This looks like shiny garbage , TF2's cartoony artstyle has to be conserved and preserved , otherwise it will end up looking like most modern games graphics which are boring and trash , TF2 IS UNIQUE and beautifull in its own Magical way and we Have to respect and cherish that !!
@@memesmemes3143 here's a tip, if you don't want your comment to be ignored don't overly use multiple spaces between everything, type normally and you'll be taken seriously.
@@memesmemes3143
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@@memesmemes3143 I totally agree.
The work itself was outstanding. But the result is pure garbage. Not because it was done poorly or something. No no no.... but it just doesn't fit. The map style/ambience weren't meant to be realisitic in any way. In another words, he is Dr. Frankenstein and the result is the Monster.
I got this recommend and I was expecting a simple port of Upward in Unreal but this is so much better, you deserve more attention bro 🔥
thank you dude! Yea I wanted to push it as far as I could without losing the artstyle :D Im glad you liked the video
I agree
It's odd that tf2's art style also relys on the engines as well. There's some below uncany valley threshold tf2 got and it's perfect. I don't think it'll look out of place in this year or in 10 because of it's cartoony style.
nah engine doesn't matter that much. the main reason it looks uncanny is most cross-engine ports of tf2 *don't* port properly. they miss out crucial details like the unique lighting engine tf2's bright, painted style benefits from.
regardless of engine if you actually respect these intentional design choices it will port just fine. take minecraft bedrock, for instance. it looks almost perfect, with the main issues arising from pretty obvious blunders (how the hell did they fuck up the water that bad). otherwise it looks just like minecraft.
@@ViciousVinnyD bedrock looks similar (enough) to java because the engine was made with that in mind. Valve could bend source engine to fit TF2's style because they had their hands in it's guts. I'd argue that it's better to make a engine for purpose than try tack on enough junk to a generic one to fit.
@@cranknlesdesires true. that being said it shouldn't be an issue if the engine is flexible enough (it should be, otherwise it's just kind of a bad engine)
both of valve's engines are pretty flexible. with proper utilization of scale and materials I made a simple minecraft map that looked very authentic. (no offense, but most minecraft-themed tf2 maps really mess up both scale and texture quality, but hey they do have charm)
Bravo! I didn't think anyone could modernize a map without stripping it away from its TF2-ness, yet you did it :D
awesome video, you deserve more subs for the amount of effort you put into it
Thank you dude! I've been working on my editing and have a new mic coming today so hopefully the next one will be better! haha
Wow I love this! Very well done!
I know that a lot of people already have mentioned about the lighting but I wanna add that the buildings feel a bit overdetailed to me. Also looking at the chaos stuff made me realize how useful that would be for making like the last point for payload or for mvm maps. Overall good job though
YOU DESERVE WAY MORE SUBS! I'm sharing this!!! :)
Thank you and thank you for sharing the video!! I cant believe I have 100 subs now!!
Would love to hear more in depth of how you made the cliff asset with just the smooth cube and cliff texture, that's such a cool workflow!
Couple of Phlog pyros a civilian or two and 16 snipers and you've got something here. Great work.
this is really cool dude! I hope this gets more traction!!
when i clicked on this i thought you would have at least 1000 subs but you only have 24! you deserve more
Thanks dude! Yea this was my first attempt to make a video. Been busy with work but going to make more in the future :)
This had crossed my mind yesterday.
Glad someone did this.
THanks for giving me that feeling of nostalgia but with a flavor of something fresh! Great work!
"i just eyeballed it, so its not that good" proceeds to make a perfect replica. good job man!
woah that's crazy, you should have way more views than that, absolutely amazing work dude, keep it up 👍👍👍
ive wondered if anyone ever did this, nice. Also, love the map choice :)
The game has been bringing in a solid 70k players for the past 3 years, you just caught it at it's least active hours, the game actually has over 100k players right now and hit a new peak of 253k players
You don’t know the magnitude of greatness you’ve created… thank you for this :)
TF3 confirmed! Beautiful work.
really fun and interesting video! looking forward to seeing what else you make!
this looks great. I really like how it looks and this video even made me appreciate unreal engine.
i think the massive issue here isn't the internal lighting, but instead the sorta lack of attention to the stylization tf2 original had. i think if this was a cod esc shooter this would work great, but i feel like this shading, the unrealengine motion blur(tm) and all these other things makes it come across as "mario in unreal 😱"
this genuinely feels 90% their, and great work for that, but i feel like what is needed is:
adjusted lighting/shaders
use of original sfx and those things (the current ones feel very off putting)
use of the original skybox
add some voicelines
maybe add the ui in a sorta dressed up way that fits with the stylistic changes.
great work genuinely and learned a lot from your video! but this sorta feelslike it need just an extra 10% to really be considered a banger
Hey thanks for the feedback! I think they are all good suggestions and I think ill add them all when I have time :)
it honestly doesn't look so much better than the original. I think they just hit the nail on the head with everything for this particular game.
This is crazy! Really amazing work my guy
Congrats, man!
Awesome work!!
Really awesome work!
WOW
That's incredible dude you're awesome
you make me go back to ray tracing childhood
damn man, you did a great job, keep it up.
This is incredible!
Honestly saying, you've put quite of an effort making the map and eventually this video. You have the knowledge and the skill to apply it. I usually toy with the Hammer editor but boy, I'm seeing three steps ahead in this video.
If you keep this up, perhaps you might find yourself in a better place than me, than most of us here. Cheers lad!
This looks sick!
I don’t really understand the point of the destructible environment, but this looks pretty cool nonetheless.
I’m gonna echo what others have said and recommend adding some more stylization to the lighting to give it that Norman Rockwell-esque aesthetic that the game is so well known for. Otherwise, this looks really cool.
destructible environment was for fun, not really to make it more tf2
Hey, yea the destruction was not really a serious suggestion as it defo wouldn't work in the game! To be honest with you whenever I make a new project I always try to learn something new, and with this project it was the hammer stuff and the Chaos destruction!
This video needs way more views, Good content man👍
Incredible work
This is so good man
looks so good :)
Alternative title: I made Team Fortress 3 because Valve wouldn’t
That's Awesome!
you are extremely talented and what you made is so wonderfully detailed
I love these type of videos it’s insane you only got 500 subscribers
Commenting to boost engagement and get this reccomended to more people!
Valve, GIVE THIS MAN A JOB
Beautiful video
Fantastic work!! I'm just curious, opposed to modeling out the entire level geometry, would it be possible to rip all the brushes from hammer together as a .obj?
As a preson who works with ue5 this is really gorgeous !
Awesome video, Valve should hire you lol
Looks outstanding. Makes me more excited for the possibility of TF3.
Nice work
This reminds me of the "What would a real life Homer Simpson look like?" things.
Something creepy about seeing a cartoon look real
looks really nice
nice work
really impressive
Severely underrated channel
there are programs out there for decompiling the BSP maps back into it's original editor formats.
it might screw up some control entities, but you don't care about those if all you want is the geometry.
Great video. On what you could do next if you would be down to make one more TF2 map for unreal, Mercenary Park would be interesting.
thanks for the suggestion! I'm trying to decide what to do next now as I'm assuming people found this video through TF2 content not unreal engine content which changes my plans a bit as I have been working on an SCP game. I was thinking id maybe do Egypt next as I already have some of the assets made from a previous project :P
You could maybe do a map from portal to prove that portal rtx is badly optimized
Amazing work! it looks soo epic! I wanted to ask which tool did you use in Modeling Mode at 2:00? for the boolean to cut the planks? Thanks!
Fun fact - in TF2, this map's terrain is actually misaligned. You can see it when you get knocked off, hit the kill box, and then run into the invisible wall. I was able to align it using hammer. The "small" map that is projected needs to be moved up and (back?) towards Blue Spawn by a few units (I think it's 15). This has always bugged me. Wonder if I should submit my map and see if they would implement it as it doesn't physically change any part of the play area...
BTW this means that the sun/light source/shadow caster is also misaligned.
Great video
damn imagine how easy it would be to defend upward if red could just destroy the tracks
Incredible
I'd love to see this emplemented and have the structures have an absurd amount of health so they don't break often but when they do it's a big deal. Like a payload chokepoint corner that's being hammered by stickies for 10 minutes, eventually the walls crumble and the ceiling collapses, and now there are sight lines and everyone would have to adjust. It would add a lot of new strategic elements. Hell, there could be weapons or something that actually heals damage to the structures creating an entirely new paradigm.
bro this is so underrated, keep putting effort into these videos and remember me when you become famous :)
Thanks for the kind words! I definitely will keep making these I am just juggling so many things at the moment with work and other projects !
I clicked on this video 100 percent expecting it to be another plain clickbait blender animation but not this was so much better. You can move around and actually admire the details. Oh and did i mention he added ROCKET JUMPING!? (This is your sign to subscribe!)
GJ man very interesting
Thank you :D
That look so nice, 2 ‘hell’ fort next?
Really nice
positively bonkers
Can you explain me how you got so many views in your first video? I had gamedev chanel for many years and got barely any views on my videos. Did you used any marketing or something?
TF2 is a MASTAPIECE
Woah, very nice.
This will be TF2’s graphics in 2016
I wish games were ‘remastered’ like this. Stick to the original textures and assets, but take advantage of higher poly counts and PBR materials. It’s incredible how you’ve given the map a modern facelift while still preserving the original look.
Thank you! Yea I thought I did a pretty good job but people have been giving some feedback which Ill implement and hopefully improve it more :)
I don’t want it to change to unreal engine 5, it’s perfect the way it is ❤
This is how I imagine TF2 source 2
Good video you've earned a sub
8:10 I CANT BELIEVE he didnt destroy that bridge thing
Tf2 needs a major reboot identical to this
I think its a good idea to leave a comment there before this video blows up in a year
haha, That would be awesome if it did blow up :D
@@GameDev_Ev Im sure it will blowup, all it takes is a bigger TF2 YT Channel to find it
This would bring a lot of attention to this video albeit due to the horrible sound which rocket launcher makes i assume this whole thing wont get more than 30k views
@@Storm_drain_Enjoyer LMAO, yea i couldnt be bothered to get the real rocketlauncher sound out the game
@@GameDev_Ev xD
You made that look easy. Start a studio if you haven't already!
This is great.
Next project I would recommend Empire City Hub world from Sonic Unleashed
Wow tf2 on unreal 5 vs the OG on source it looks amazing
I'm trying to upres and create PBR materials from 64x64px textures for Descent 1 raytraced but I haven't been able to find a good model to use to upres with SD. Can you share your process with me for that as well as your substance sampler workflow?
Fantastic video
Thank you dude! Appreciate the comment!
I think not having abient audio and not back ground makes it just feels like a demonstration, is there a way you could import the skybox from the source engine to unity? Also I forget what it's called in the source engine but they have edge lighting that sound smith goes over in his "how it feels to play engine" video explaining how he did it. I feel like adding that would help with the asthetic of the map to look like TF2 along with silloquet that everything has to influence the comic book style of TF2. Look at the command mat_phong (0-1)
Gah damn this is cool
Your work is immaculate, I’ve never seen such a stunning and faithful recreation like this before
11/10
Nice 👍
Ngl for me this falls into uncanny valley, but it's still really cool.
sick video m8
thx m8
woahhhhhhhhhhh
so cool
Can't wait to move to next gen for TF2 with modern systems that provides decent performance.
valve.... HIRE THIS MAN!!!!! :DD
I would shit myself if this ever happened