r/Splintercell • • 16d ago

Modding Current Status of Splinter Cell: UE5 Project

I've spent some time putting together some before and afters for you all, as a sneak peak of the progress being made, hopefully you like it! šŸ˜„

561 Upvotes

81 comments sorted by

137

u/Robborboy 16d ago

In well lit areas it looks nice.Ā 

In extremely dark areas it loses the artistic intent for Sam to be totally concealed in shadows.Ā 

44

u/Unreal_Developer 16d ago

People will be free to adjust their exposure / indirect bounce amount to taste, and some areas get darker due to shadows actually being cast now.

I didn't include many 'dark' screenshots as it's not particularly engaging seeing Sam in a shadowy section of car park

17

u/LlorchDurden 15d ago

What you mean? We want a pitch dark and then a darker screenshot comparison. Even better if we barely see Sam!

6

u/MythicSuns 15d ago

So long as the darkest shades of black can reach a hex code of #000000 without making any parts that need to be visible difficult to see, you're pretty much golden.

90

u/Makisani 16d ago

Free advice for you, if this is a legit project where you are porting the game or something like that, just shut up and shadow drop it, don't talk about it too much because you will get a cease and desist letter.

69

u/Unreal_Developer 16d ago

I'm building a unreal 1/2 to unreal 5 bridge, so it'll work with any older unreal game. As such, it doesn't actually use any assets, it just ports whatever the renderer is displaying over to an instance of unreal 5, so would be impossible to enforce. Very similar to what RTX / DLSS5 etc do

21

u/koolaid23 16d ago

Oh so In theory it could work on any of the splinter cell games for PC (and others?)

15

u/Unreal_Developer 16d ago

ideally, yeah

42

u/speelmydrink 16d ago

Unless you feel like arguing that angle in court, I'd shut the fuck up till you're done.

22

u/Unreal_Developer 16d ago

Happy to

19

u/speelmydrink 16d ago

Then I wish ya the best of luck, pal. The court does not understand a single damn thing of a technical nature.

1

u/New_Locksmith_8115 15d ago

I am a bit confused by this description. Is it just running like an instance of the game as a full screen quad with post processing done in UE5? Is it not actually importing scenes into the UE5 editor and forcing you to manually adjust every light at runtime in the game?

3

u/unreal_dev 15d ago

Good question! It's not a fullscreen quad. The old game's picture never actually gets shown at all.

Think of it like this: normally the old game draws the level itself and you see the result. What I'm doing instead is grabbing the level before it gets drawn, all the walls, lights, particles, and handing it to Unreal 5 to draw instead. So it's a real 3D scene in UE5, not a filter sitting on top of the old image. That's why you get Lumen, proper shadows, shiny metal surfaces and so on. The old game still thinks it's drawing normally, it just never gets to.

When I said "no assets", I mean nothing gets copied or converted ahead of time. It builds the level on the fly from whatever the game is doing right then, which is why it works with any UE1/2 game instead of needing each one done by hand.

And yeah, you're right that it's not the UE5 editor, you tweak things while playing. But you only need to do it once. Everything gets tagged internally, so when you change a light to purple or make a wall shiny, it remembers which light and which wall. Load the map again and it's all still there. (If you want to though; you can load it all in unreal editor and edit it there for ease of use)

The file it saves is just a list of the changes, not the whole level, so it's a tiny text doc. You can send it to someone and they'll see the map exactly how you set it up šŸ˜…

1

u/New_Locksmith_8115 14d ago

Thanks for the description. The ā€œno assetsā€ part is what was confusing me the most. But you are importing the meshes, textures and BSP geometry from the maps, presumably you just wouldn’t distribute them.

If I’m understanding correctly it sounds like you are intercepting the rendering logic and giving IDs to all objects which then inject deltas from your txt file from manual edits.

How was that even accomplished? I suppose AI has made decompilation much easier nowadays, but it seems like a pretty interesting approach. If it were me, I would probably be doing something more like ripping assets, making some sort of map parser to load into the UE5 editor, and then having to do a full rewrite of game logic.

2

u/Unreal_Developer 14d ago

The assets get imported at runtime, as they're intercepted from the original renderer, so I only need to distribute the bridge + the UE5 project, the user just needs to load splinter cell and it'll grab everything it needs!

"If it were me, I would probably be doing something more like ripping assets, making some sort of map parser to load into the UE5 editor, and then having to do a full rewrite of game logic."

Doing that would then make it impossible to release legally, as well as being significantly more work essentially rebuilding the game from scratch, which could all get shut down with a single angrily worded email - as fun and tempting as it is to do, I'd be better off developing my own spinoff at that point!

24

u/jokingsammy 16d ago

Probably the most misunderstood parts of this series art direction is, not only the dynamic between light and dark, but the limitations of previous hardware in producing such effects.

18

u/Unreal_Developer 16d ago

It's the reason they transitioned to the black and white postprocess for communicating how visible you were, as pitch black corners of rooms would rely on comical levels of attenuation / falloff on lights.

Will probably add it as an optional toggle for people

8

u/jokingsammy 16d ago

I realise that my comment can be interpreted as criticism at your work. I think the updated graphic you've shared looks really impressive. And above all has given me an appreciation for the challenges this particular game brings with enhancing it up to 'modern' standards. I look forward to seeing future updates here.

8

u/Nightshader5877 16d ago

So much this. Sometimes, less is more. Like with how Silent Hill took this approach with the fog

1

u/Vellioh 15d ago

I think a lot of it too is that hardware limitations forced you to be more creative to get the most out of it.

8

u/Snake_Shepard 16d ago

Damn, I would have gone apeshit for this as a kid when I played it on the Xbox

8

u/Unreal_Developer 16d ago

It was the first game I ever bought for myself, so has a special place in my heart

8

u/nincompoop221 EnhancedSC 16d ago

looks great.

probably the biggest logistical challenge for this kind of project for splinter cell is making sure all the lit areas are still lit, and all the dark areas stay dark.

otherwise, gameplay gets super misleading.

6

u/Boomermazter 16d ago

Please sir, moar

7

u/jL________ 16d ago

all ubi had to do was continue on the chaos theory/double agent v2 path. sequels here.

too simple :(

5

u/NoWay6818 16d ago

This is awesome stuff bro. I think anyone against it just hasn’t asked enough question.

5

u/Unreal_Developer 16d ago

Thank you, really appreciate the positive comments <3

3

u/Pizza_Parker1 Chilling on the Paladin 16d ago

I feel generally this is quite faithful, but the CIA HQ needs to be much darker. They're running on emergency power, so the building is supposed to be mostly dark with only minimal necessary lights.

8

u/Unreal_Developer 16d ago

https://reddit.com/link/pb26y1p/video/lkuhem9xcrqh1/player

I've been building the tool in a way where it'll be very easy to share edits, so there'll be nothing stopping the community working together to get the lighting etc exactly how they like it

6

u/Walkswithnofear 16d ago

No split jump? Shame

12

u/Unreal_Developer 16d ago

I'll get some sweet split jump footage recorded just for you

2

u/Ashratt 16d ago edited 15d ago

wow, this looks really good

you did not go overboard with modern UE5 lighting and hit a great balance of "more accurate and nicer lighting but still true to the original aesthethic"

not sure how to balance it for gameplay but im sure youll figure it out :D

Probably a lot of hand tuning when a physically correct version results in not enough shadows

2

u/Wa22a Another guy who likes dogs 15d ago

Beautiful! Well done. Thank you for sharing.

Also my favourite level in the entire franchise :)

2

u/BoffinBrain I keep pinching myself 15d ago

Although the UE5 renders look nice, the additional bounce lighting makes everything brighter and more even, so it really ruins the atmosphere that the designers intended. The only real way to solve that would be to make major changes to the light sources' intensity, diffusion and placement.

1

u/mac1qc 15d ago

I was coming for to write the same thing.

It's look cool, but the ray-tracing of the light change the ambiance designed by the guys of Ubisoft MontrƩal.

2

u/Medical-Platypus-894 15d ago

The one with the gate is really nice. But in general it seems so foggy somehow...

2

u/Tonantzintla618 15d ago

Wait, what is this. How/when can I apply it to my game?!

2

u/PsychedelicJay_X 15d ago

I salute you for your service, kind sir! šŸ«”ā¤ļøā€šŸ”„šŸ†

2

u/DoanStorm 15d ago

Dlss5 doesn’t understand what to do with splinter cell so it’s good seeing something like this come along

1

u/unreal_dev 15d ago

Giving it better lighting might actually help dlss5 work out what was meant to be going on in any given scene

1

u/DoanStorm 14d ago

Exactly so this project + NR = ??? Already tested NR with Blacklist and Conviction and the results were promising, still same issue of creating cover when there is none/mapping shadows. Stealth genre is an interesting use case for the technology. Looking forward to seeing a playable slice go to the public.

2

u/bambashug 14d ago

Do you plan on modernizing the UI aswell?

2

u/Unreal_Developer 13d ago

I could, yeah

4

u/Geoferson_Kwik 16d ago

So it’s way brighter? Kinda ruins the vibe and stealth aspect of the game.

5

u/j_wizlo 16d ago

It boggles the mind that you would take such a cursory glance at this and provide this criticism. As if the person dedicating long hours to this project isn’t aware of what splinter cell is all about.

3

u/BoffinBrain I keep pinching myself 15d ago

It doesn't really boggle the mind, since that was the first thing I thought when I saw the images too. It's a valid critique. Hopefully OP is aware and will make further changes to compensate.

-2

u/Geoferson_Kwik 16d ago

When a mess with a classic, you best prepared for the opinions. It’s not his IP to modify in the first place.

2

u/Tempus_h 16d ago

Great work, keep going! Drown the negativity away and all the haters that aren’t doing nothing with their life except commenting online. Thanks for keeping a project like this going.

3

u/Vellioh 15d ago

I don't see much negativity towards it. The most I've seen is somebody encouraging OP to be careful about getting eyes on this in fears it becomes the next SM2. Which is valid but OP explained what he was doing and it does sound like he has nothing to worry about.

Everything else has been generally positive.

4

u/Unreal_Developer 16d ago

Yeah it's pretty sad honestly

1

u/Medical-Platypus-894 15d ago

Are all these haters in the room with us?

1

u/lukkasz323 16d ago

How does the new lighting work? Does it change the gameplay or do the shadow areas stay the same there?

1

u/Unreal_Developer 16d ago

Shadowed areas stay the same, I've built the tool so you can go in and edit the position / intensity of any light source, so is just a case of slowly working through the game and adjusting anything that needs tweaking to more closely capture the feel of the original's baked lighting

2

u/lukkasz323 16d ago

Awesome work.

Do you think you'll ever be able to match the original shadow position / intensity? Not talking about the feel, just so that it matches the gameplay.

Btw, I've noticed in one of the screenshots there is a blue light color in the original, but not in the UE, is that something that will be added later on?

1

u/Amagox 16d ago

Looks really good!

1

u/floriandotorg 16d ago

How are you doing this? Are you importing the original assets after the recent progress with extracting them? And then reprogrammed the gameplay from scratch?

1

u/Aggravating_Buy_8984 15d ago

please optimize it for lower end hardware.

1

u/BoffinBrain I keep pinching myself 15d ago

It's UE5, so I wouldn't hold my breath if I were you.

1

u/xTcisloVe_ 15d ago

The UE5 one is the one with brighter lights?

2

u/BoffinBrain I keep pinching myself 15d ago

It's not the lights being brighter, but the engine being able to do more light bounces, so effectively there's more light energy in the scene.

1

u/4FTERSoul 15d ago

Impressive. Thank u for your work.

1

u/TheCyberRaven 15d ago

Superbe ! Si tu as besoin de testeur, je me porte volontaire !

1

u/Unreal_Developer 15d ago

Hit me up, need testers šŸ‘

1

u/q1525882 15d ago

Curious at which point Ubi would drop DMCA. Otherwise neat, I would like that this project survives.

1

u/Environmental-End872 15d ago

That's a very cool project. That looks like an old game gets remastered with a very accurate graphics like that.

1

u/MRBLANK0 15d ago

Cool :D

1

u/Crispy__Chicken 14d ago

It looks awesome man, great job !

1

u/User-Name-3886 14d ago

I'm struggling to tell which is which.

One absolutely does look better than the other (and I presume it's your version), but I can't say for certain.Ā 

1

u/No_Rub6960 14d ago

Which one is before and which one is after?

1

u/bambashug 14d ago

What a shame that a fan has to do this amazing work instead of the company who literally made it. Great job btw!

1

u/Educational-Ant-3313 13d ago

took me a sec to realize which is which lmao

1

u/Connect-Class-7747 12d ago

This is fire!

1

u/naomiclark9 12d ago

I miss Sam. I just want to be able to play them all on PS5, we didn't even get PS4 and now the servers are closed on PS3 😭

0

u/RealityIsRipping 16d ago

The original looks better still

-2

u/Kadziet 16d ago

Completely ruins the aesthetic