I don't know what the comments are smoking. This is a massive improvement in 9/10 areas. Sometimes, more realistic lighting does affect the art direction, but for the most part, this is incredible. I would love to see ds3 fully playable in ue5 one day
@@firstorderblade4432 You got it wrong. He did not say the area is a 9/10 in score. He said that this engine's lighting looks good in 9 areas out of 10. "it looks good on UE most of the time".
It looks amazing yes but definite improvement, not in all ways. Just brighten up the sky, fix the moon, and put some stars in the sky with the black skybox. It’s really not a lot from where it’s at rn but this is definitely not finished.
@@AustralianTakeOver I worked with the developers of the Tempest Combat Framework plugin to integrate it into the project. Tbh they did most of the work on that.
WTF. I am not even kidding here when I say that I had a thought this morning of 'What if I ported Irithyll into UE5'. And this is the first video I see crop up on my TH-cam. Gorgeous work
This looks amazing. You were able to encapsulate the beauty, respect the DS atmosphere aura, and utilize UE5 to enhance specific visual parts where the original engine failed. Keep it up!
You are a genius, it looks spectacular and seems to have been taken from software and only you did it spectacularly,I've gone through a good number of soulslikes and 3 makes me lazy because of the graphics,I hope one day I can play it like this, it would be a pleasure
It's possible but it's an absolutely insane amount of work to accomplish alone or even with a small team. For example, the player character alone has over 4000 separate animations.
@Jonx0r i have been doing this for a while myself if you can contact me on how to export ds3 data to ue5 i wouldnt mind trying this myself i have only tried with dsr so far, which program do you export with if you dont mind me asking? ❤
This deserves way more attention, you've remade ds3 to an amazing standard! The game looks stunning. What you've done looks much better than any game From has made (the lighting in a lot of their games leaves a lot to be desired) if some of the assets where updated it could be mistaken for a bluepoint remake. The dislikes on these videos I don't really understand, they're probably from people that don't understand anything about game dev and blame Unreal for some poorly optimized games made with it.
I wish DS3 was remade and they added the cut content. I know some of it got repurposed into the DLC and Elden Ring but even so, I want to experience the original vision of DS3.
Very interested to see how you did the lighting and post processing. Also, UI transition when using bonfire is top notch, would love to see how you setup that.
This is just going to be a brief overview, but if you have anything specific you want me to show you let me know. The moonlight is just a DirectionalLight 0.12 lux, default Temperature. Normally you can't get rid of the sunglow, even if you play with the SkyAtmosphere and ExponentialHeightFog settings but you can hide it with the default BP_Sky_Sphere. I just needed to set up a secondary non-visible DirectionalLight for the Directional Light Actor in BP_Sky_Sphere that was angled from the bottom of the map looking up. This gives the sky sphere a night time appearance while still letting me use a DirectionalLight to light my scene from high in the sky. The moon is just a flat plane scaled up angled to face the level. For the PostProceesingVolume, Bloom was increased to 5.0 with a Threshold of -0.5. Exposure is just set to Auto Exposure Basic, Min Brightness 0.02, Max Brightness 0.1, Speed Down 9.0, so exposure still changes but not as dramatically as it does by default. Basically it was tuned for the night time lighting. Chromatic Abberation Intensity is 0.25 with a Start Offset of 0.25 so it doesn't affect the center of the screen. Local Exposure was changed to brighten the scene a tad without over exposing the moon, with Highlight Contrast Scale set to 0.3, Shadow Contrast Scale set to 0.7. So for Depth of Field, in the original game the background is mildly blurred. To try to achieve this I set Sensor Width to 8.0mm, Focal Distance to 6000.0, and Depth Blur Radius to 1.5. For Color Grading, overall Temperature was set to 5800.0, Tint to -0.05. I reduced the overall saturation, even further in shadows, and added a shadow offset to add more blue. In Midtones I just lowered the Contrast to bring out a bit more detail so it doesn't look so flat. Nothing done under Highlights. Lastly, Dark Souls III and Bloodborne have a very pronounced ambient occlusion effect. To replicate this in Unreal Engine I set the Level Blueprint to run the following console commands: r.Lumen.DiffuseIndirect.SSAO 1 r.Lumen.ScreenProbeGather.ShortRangeAO 0 Note: Those commands are relevant to Unreal Engine version 5.2. Bonfire UI: i.imgur.com/V5y26Nm.png. I forgot if there was a reason why I set the fade on each element individually, but you can just do it on the Canvas Panel. The Location text is passed to the UI by an instance editable variable on the bonfire blueprint. Bonfire Smoke: i.imgur.com/q4TU76U.png. Basically it's just a fade in fade out of the fogwall texture while changing color, and coming in at different angles. The UI is just added via the Create Screen Efffect Widget and Add To Viewport in the bonfire blueprint.
This is actually a very smart use case for Unreal Engine 5. Lumen's lighting, especially hardware accelerated is REALLY good and Nanite gives previously impossible, nearly zero pop-in. Games from the 2008 to 2018ish (and even more modern ones) experience a lot of issues with pop-in, which ruin the immersive feel for many of them. Some of the absolutely amazing older Assassin's Creed games are great example where the LoD's can really affect the presentation and importing these into a UE5's Nanite could really give stunning results and throw in some hardware Lumen...and honestly studios could remaster games with fairly low effort (as opposed to a full remake) and make some more money from re-releases that actually bring improvements for these older games. Of course, modding/porting like this can do so as well, but without official support, some games will be much harder to port over than others due to silly DRM and other annoyances that need to broken down.
I watch this whenever the algorithm picks it up. UE5 in possibly the most beautiful DS3 location. The only thing I wish is the HUD were turned off during recording.
i really wanna see this mod release for those who aint played dark souls 3 not only is most of this on point and exactly like the original but the graphics are so much better and realistic hes doing the devs work for them idk if you’re still working it on but if you are keep it up because we want to play it
Interestingly enough, while this looks insanely good it doesn't feel as upgraded as the cemetary of ash did because it was already stunning in the original. Not to downplay the impressiveness of this port, it looks absolutely incredible. As a side note, the way that the lighting works makes me really want a revival of the original dark souls 2 concept where darkness was a big mechanic.
I'm trying to fathom how much work this would take. Definitely chose a really great project idea to familiarize yourself with the new engine. Are you having to retouch the properties of every single material or does a lot of it transfer over? Either way, it looks amazing and hope to see more
@@Jonx0r Much respect to your dedication :) The Pontiff boss room is jaw dropping but I equally love the atmosphere UE5's lighting engine brings out of the darker areas. Makes me really curious to see what bloodborne could look like !
I am 99% sure he is importing the whole game inside unreal engine and redefining some issues, most of all the light. But the models and gameplay is exactly the one of the original game. No way one could do this whole thing, modeling everything from scratch and texturing especially, alone
Well, to import the game he has to convert the flver files and dds textures to a format UE 5 uses. Can UE 5 utilize flver and dds file formats? Idk. If yes, then he doesn't have to do any conversion, if yes, it's a lot of work.@@zizzonedibattipaglia6247
The models, textures, animations and sound effects come from the original game. Everything else has to be recreated from scratch to emulate the original as closely as possible, such as the character locomotion, camera, particle effects, UI, etc.
@@Jonx0r You did the animations too? That's amazing cuz they look just like the og, couldn't you export them though? I thought the modding tools allowed that.
I found errors that can make the project more faithful to the game and to help you of course. -Please reduce the candle brightness and make it warmer -From afar, there is light that is missing at the church -Areas without light are a bit too dark I just wanted to put these three out there, so you can correct them if you want to. If you ever want to make this a mod out of this, I would most definitely play this all day, every day
@@Jonx0r - You might get away with it if it runs off of the original executable. Even if Namco can still legally C&D the project, they wouldn't have moral grounds to do so, since it would still technically require a retail copy to run. It wouldn't necessarily stop them, but it would look really bad for public relations if they did.
I feel like a much better project would be Dark Souls 2. Dark Souls 3 is too new for it to make as big of an impact, but having played Dark Souls 3 recently, this is a huge improvement. I'd love to go back and play all the Souls games again in Unreal Engine.
Few questions: 1, Will it cause legal troubles to you 2, How is the performance in UE5 compare to original, and in 3:20 the shadow caused by dynamic lighting does not look very good despite being very realistic I assume. Maybe setting the torch in the player's hand to not cast dynamic shadow for the player model will make the environment more visible in tight interior places. moving light source casting dynamic shadows is very performance heavy also 3, How's the AI gonna work, would be interested to watch a boss fight to see how UE5 handles the combat
1. Only if I release it. 2. The original is lighter since it's not doing GI. I've also only spent a short amount of time performance optimizing these scenes. 3. This was done in the previous video: th-cam.com/video/zocVP3fEbfc/w-d-xo.html
I replaced the original landscape with Quixel megascan rocks and cliffs. The building at the top is the original LOD mesh for Archdragon Peak used in the Irithyll map.
Is there any chance you will ever release the project files or parts of it? I'm asking because I would love to try to make a souls-like game, and having a basis for that with e.g. the same combat mechanics would be nothing short of a dream
I used DSTools to import the full map into Unity first, converted the textures to .png, then exported to fbx to import into Unreal. The Dark_Souls_3_PC_UPD maxscript from the Xentax forum was used to set up the character rigs in 3ds Max and HavokMax was used to import hkx animations into 3ds Max so I could export the bones + animation in fbx to Unreal. Textures were upscaled by Topaz Gigapixel AI, basically doubled the scale of all textures except those that have an alpha channel since it adds some chromatic crust to the alpha mask.
@@moronicabral5159 I used Texconv. Basically just made a batch file to convert them all at once: for /r %%f in (*.dds) do (texconv.exe %%f -ft png -f R8G8B8A8_UNORM -o %%~pf )
DO you have a discord? Im doing a souls like prototype in ue5, i have some interesting stuff, the combat mechanics (with some bugs like i can block while im attacking), i have some environments that i made (a cathedral)
Excellent work!. Can you maybe upload a video with the work process you went through, like a making of? How many assets did you buy (and which ones), how many did you create on your own, which Lumen objects did you use primarily, how did you create the landscape, how and where did you use fog, tints, etc. to create the athmosphere, etc. like the basics and more. Would be really cool to learn from a design master like yourself to improve on my own little game I'm trying to do. Keep up the good work!
The only item from the Unreal Marketplace used in this project is Tempest Combat Framework for the combat system. The models, textures, sounds and animations came from Dark Souls III. The original landscape was replaced with megascan assets for a little bit more detail. The rest was set up from scratch mostly through trial and error. I'm still learning Unreal Engine so I'm not sure if I can make a good tutorial yet.
@@Jonx0r Hi, you mentioned TCF, I am in the market to buy a combat framework, I want it to look like Dark souls/EldenRing/KCD/Witcher games, is TCF good for that? I saw others in the UE marketplace like ACF, FCS, GBWPH etc, could you share your thoughts on which is better and why? Love your videos, they look amazing!
@@ParikshitBhujbal Yes, you can see an example of TCF in action in the Iudex Gundyr boss fight recreation video: th-cam.com/video/zocVP3fEbfc/w-d-xo.html. I haven't tried any other combat frameworks so I can't really make any comparisons.
For combat I worked with the developers of the Tempest Combat Framework plugin to get it set up for this project, other then that I'm just working by myself.
@@Jonx0r ggs for all you doing for the moment it's really a great works but if i Can make a little critic in the vidéo when you fight gundyr it Can just be myself find that but does the animation are slower than the base game ?
@@Nathaniel-fh1vg DSTools: github.com/katalash/dstools - Used to import the map into Unity first so I could export it over to Unreal. Unity: unity.com/ - For using DSTools to extract a map. BinderTool: github.com/Atvaark/BinderTool - Unpacks the Dark Souls III archives. 3ds Max: www.autodesk.com.au/products/3ds-max/overview - Modeling tool used to set up the rigs for import into Unreal Engine. Dark_Souls_3_PC_UPD: www.mediafire.com/file/3ahz31q15ik9cub/Dark_Souls_3_PC_UPD.ms/file - Imports a skeleton.hkx and .flver model file with skin weights. HavokMax: github.com/PredatorCZ/HavokMax - Imports the .hkx animation files. Havok Content Tools 2014.1: You'll need to find a link to this yourself - Used to convert .hkx animations to .xml. DS3RootMotionFix: github.com/asasasasasbc/DS3RootMotionFix - Gets root motion data from the .xml version of the .hkx files. TexConv: github.com/Microsoft/DirectXTex/wiki/Texconv - Batch converts image files. FLVER Editor: github.com/asasasasasbc/FLVER_Editor - For exporting mesh to .dae when Dark_Souls_3_PC_UPD screws up the UVs. Topaz Gigapixel: www.topazlabs.com/gigapixel - Upscales textures using AI. DSAnimStudio: github.com/Meowmaritus/DSAnimStudio - For previewing animations. DS3 Audio Extractor: github.com/Joel-Paul/DS3-Audio-Extractor - Python script for exporting audio files. Note: Doesn't seem to get all audio files. NinjaRipper: ninjaripper.com/ - For getting meshes that don't exist in game files, i.e.: FaceGen faces.
@@Jonx0r thnx thats awsome. dark souls remastered maps are my favorite ones, would love to see lost city of izalith and blight town. im also trying to do omikron and skyrim from other games. great job thnx for the help.
There's a tool called DSTools that can be used to import a full level, but it's a Unity plugin. So basically you need to import everything into Unity first, change the textures from .dds to .png, then export it out for Unreal Engine. The rest of the work is in Unreal; setting up materials, lighting, particle effects, character locomotion, camera system, UI, and so on.
Yes. I recently added NPCs and dialogue with lip sync. I'll continue working on this in my own time, but I probably won't upload any further videos since people seem to be a bit sick of seeing this project.
@@Jonx0r nah, it's just a few louder voices being asshats and not understanding the point of the project. What you're doing is really impressive, and im sure the vast majority of people would actually like to see more.
Porting DS3 into U5. Does the U5 engine have a way to directly move over and copy or "port" over maps, geomotry, artechecture, textures, from DS3 into U5? Or are you doing all the work yourself by "building" the gameworld from scratch? Please forgive my ignorance as i dont know much about making games but if you could educate me with the basics on how this works id really appreciate it. Thanks in advance.
UE5 has no native way of importing data directly from Dark Souls III. Most of Dark Souls III's file formats are proprietary. To import the maps I used the DSTools plugin for Unity, and exported the meshes and textures from Unity to UE5 in fbx format. Sounds were extracted from the game using the ds3_audio_extractor python script. Textures were upscaled with Topaz Gigapixel. For animations I used the Dark_Souls_3_PC_UPD maxscript to set up the character rigs in 3ds Max (bones and meshes + skin weights), HavokMax to import the animations, and Havok Content Tools and DSRootMotionFix to try to restore root motion on the animations that include it. No idea how to restore root rotation, I just keyframed that back in manually, where possible. Game mechanics needed to be set up from scratch. So that's character locomotion, camera, health/stamina/fp, souls count, menus, interface, bonfire system, and so on. For combat, I worked with the developers of the Tempest Combat Framework plugin to set it up using the Dark Souls III animations.
No, I've only ported a couple maps and set up the basic mechanics. I don't have the original source code which makes implementing game mechanics not much different to creating a new game from scratch. Unfortunately I can't offer this project for download since it does use the original assets from Dark Souls III.
I imported the skeleton and meshes into 3ds Max using the Dark_Souls_3_PC_UPD maxscript from the Xentax forum. Animations were imported using the HavokMax plugin. From 3ds Max the rig and animations were brought into Unreal Engine in fbx format.
@@Jonx0r hey sorry for annoying you again, i managed to import the model with the skeleton in 3ds max with the script, but when using havokmax and importing an animation, it doesnt seem to import correctly. the skeleton becomes completely messed up and the animation either applies to the mesh or sometimes doesn't. could you better explain how you import the animations to apply to the skeleton into max?
I don't know what the comments are smoking. This is a massive improvement in 9/10 areas. Sometimes, more realistic lighting does affect the art direction, but for the most part, this is incredible. I would love to see ds3 fully playable in ue5 one day
9/10 areas? Irithyll is one of the greatest levels in gaming
@@firstorderblade4432 You got it wrong. He did not say the area is a 9/10 in score. He said that this engine's lighting looks good in 9 areas out of 10. "it looks good on UE most of the time".
@@Noizzed ahh my bad
It looks amazing yes but definite improvement, not in all ways. Just brighten up the sky, fix the moon, and put some stars in the sky with the black skybox. It’s really not a lot from where it’s at rn but this is definitely not finished.
I would not, the ambiance you hear is not the wind, it's his case fans
The way I feel when I see anor londo is how ludwig feels when he sees the greatsword.
Who tf is ludwig? Elden Ring character?
@@yudi8204Bloodborne character
@@yudi8204L
@@yudi8204bro hasn’t played bloodborne
@@yudi8204 He is actually a really nice guy from another game called Bloodborne. When you meet him he's like the chillest character.
keep the good work man this is so cool to see 10/10
Thanks!
@@Jonx0r do you work for a company yet?
@AustralianTakeOver Nope. Not sure if I even have any relevant skills from doing this.
@@Jonx0r was it very hard to transfer it into Tempest frameworK?
@@AustralianTakeOver I worked with the developers of the Tempest Combat Framework plugin to integrate it into the project. Tbh they did most of the work on that.
the pontiff boss room looks insanely good
WTF. I am not even kidding here when I say that I had a thought this morning of 'What if I ported Irithyll into UE5'. And this is the first video I see crop up on my TH-cam. Gorgeous work
Thanks!
I want to play this so badly.
gorgeous view ahead
This looks amazing. You were able to encapsulate the beauty, respect the DS atmosphere aura, and utilize UE5 to enhance specific visual parts where the original engine failed. Keep it up!
Dark Souls’ 3 geometry is crazy detailed.
Wow and you did all the options like bonfire and stuff, im amazed
Fantastic work, it looks amazing!
Thanks!
Its impressive.
You are very talented to recreate a game that took years to make with a team.
06:24
He is not recreating the game. He is converting the files and placing them inside another engine to see how it looks. But still, amazing
@@oxxylix504 That's impressive too, thanks for the clarification.
You are a genius, it looks spectacular and seems to have been taken from software and only you did it spectacularly,I've gone through a good number of soulslikes and 3 makes me lazy because of the graphics,I hope one day I can play it like this, it would be a pleasure
You even did the pull lever animation and system woow
Anor Londo looks straight up insane, keep it up, you-re doing an amazing job
Very peaceful when you aren’t getting stabbed by invisible bastards the whole time!
This looks so amazing, you're truly talented and gifted at this!
This needs to be made into an actual source port of the game. It could make robust mod support for the game much easier.
It's possible but it's an absolutely insane amount of work to accomplish alone or even with a small team. For example, the player character alone has over 4000 separate animations.
@@Jonx0r I would be glad just being able to walk around the maps with better lighting tbh.
@@Jonx0r Here's hoping such a thing can happen one day. But man would it be a dream to see Dark Souls Remastered in such a beautiful engine.
@@Jonx0r - I'd better start learning Unreal, then.
@Jonx0r i have been doing this for a while myself if you can contact me on how to export ds3 data to ue5 i wouldnt mind trying this myself i have only tried with dsr so far, which program do you export with if you dont mind me asking? ❤
Super impressive work - hope to see more areas in the future.
You’ve made the game beautiful and have stayed true to the art style. I love you
Just beautiful. Great work
This deserves way more attention, you've remade ds3 to an amazing standard! The game looks stunning. What you've done looks much better than any game From has made (the lighting in a lot of their games leaves a lot to be desired) if some of the assets where updated it could be mistaken for a bluepoint remake. The dislikes on these videos I don't really understand, they're probably from people that don't understand anything about game dev and blame Unreal for some poorly optimized games made with it.
This is the most beautiful thing I've ever seen
I wish DS3 was remade and they added the cut content. I know some of it got repurposed into the DLC and Elden Ring but even so, I want to experience the original vision of DS3.
If you don't know yet, a mod with exactly this goal is currently in progress: Project Eclipse from Abyss1ne
Dark souls III out here looking like an Elden ring expansion with those graphics
What a great day to have eyes
You gotta make more, I'm fiending for moreeee
insane work. cant imagine how long this took
what I would give to replay this game and do PvP in it for the first time again
Omg, that is just breathtaking
Very interested to see how you did the lighting and post processing. Also, UI transition when using bonfire is top notch, would love to see how you setup that.
This is just going to be a brief overview, but if you have anything specific you want me to show you let me know.
The moonlight is just a DirectionalLight 0.12 lux, default Temperature. Normally you can't get rid of the sunglow, even if you play with the SkyAtmosphere and ExponentialHeightFog settings but you can hide it with the default BP_Sky_Sphere. I just needed to set up a secondary non-visible DirectionalLight for the Directional Light Actor in BP_Sky_Sphere that was angled from the bottom of the map looking up. This gives the sky sphere a night time appearance while still letting me use a DirectionalLight to light my scene from high in the sky.
The moon is just a flat plane scaled up angled to face the level.
For the PostProceesingVolume, Bloom was increased to 5.0 with a Threshold of -0.5. Exposure is just set to Auto Exposure Basic, Min Brightness 0.02, Max Brightness 0.1, Speed Down 9.0, so exposure still changes but not as dramatically as it does by default. Basically it was tuned for the night time lighting. Chromatic Abberation Intensity is 0.25 with a Start Offset of 0.25 so it doesn't affect the center of the screen. Local Exposure was changed to brighten the scene a tad without over exposing the moon, with Highlight Contrast Scale set to 0.3, Shadow Contrast Scale set to 0.7. So for Depth of Field, in the original game the background is mildly blurred. To try to achieve this I set Sensor Width to 8.0mm, Focal Distance to 6000.0, and Depth Blur Radius to 1.5. For Color Grading, overall Temperature was set to 5800.0, Tint to -0.05. I reduced the overall saturation, even further in shadows, and added a shadow offset to add more blue. In Midtones I just lowered the Contrast to bring out a bit more detail so it doesn't look so flat. Nothing done under Highlights.
Lastly, Dark Souls III and Bloodborne have a very pronounced ambient occlusion effect. To replicate this in Unreal Engine I set the Level Blueprint to run the following console commands:
r.Lumen.DiffuseIndirect.SSAO 1
r.Lumen.ScreenProbeGather.ShortRangeAO 0
Note: Those commands are relevant to Unreal Engine version 5.2.
Bonfire UI: i.imgur.com/V5y26Nm.png. I forgot if there was a reason why I set the fade on each element individually, but you can just do it on the Canvas Panel. The Location text is passed to the UI by an instance editable variable on the bonfire blueprint.
Bonfire Smoke: i.imgur.com/q4TU76U.png. Basically it's just a fade in fade out of the fogwall texture while changing color, and coming in at different angles.
The UI is just added via the Create Screen Efffect Widget and Add To Viewport in the bonfire blueprint.
@@Jonx0r 👏👏👏
not taking a look at gwyndolin's room was such a crime, damn
Amazingly beautiful !
В моей памяти именно так все и запомнилось)
This is actually a very smart use case for Unreal Engine 5. Lumen's lighting, especially hardware accelerated is REALLY good and Nanite gives previously impossible, nearly zero pop-in. Games from the 2008 to 2018ish (and even more modern ones) experience a lot of issues with pop-in, which ruin the immersive feel for many of them. Some of the absolutely amazing older Assassin's Creed games are great example where the LoD's can really affect the presentation and importing these into a UE5's Nanite could really give stunning results and throw in some hardware Lumen...and honestly studios could remaster games with fairly low effort (as opposed to a full remake) and make some more money from re-releases that actually bring improvements for these older games.
Of course, modding/porting like this can do so as well, but without official support, some games will be much harder to port over than others due to silly DRM and other annoyances that need to broken down.
What's pop in?
I watch this whenever the algorithm picks it up. UE5 in possibly the most beautiful DS3 location. The only thing I wish is the HUD were turned off during recording.
i really wanna see this mod release for those who aint played dark souls 3 not only is most of this on point and exactly like the original but the graphics are so much better and realistic hes doing the devs work for them idk if you’re still working it on but if you are keep it up because we want to play it
Now just give it a decent UI and then it’s a new gen game. Amazing work 👍🏻
I would pay 200€ for a remaster like this. No joke.
Get hired asap we need this!
This shit is wild and looks sick af. It would be perfect if it was a bit mistier/foggier to catch the feel of looking at irithyll for the first time
I want to live there
В памяти игра так и выглядит)
Great stuff!
You should do the grand achieves. Love the videos.
Irithyll, but it's the pandemic
Interestingly enough, while this looks insanely good it doesn't feel as upgraded as the cemetary of ash did because it was already stunning in the original. Not to downplay the impressiveness of this port, it looks absolutely incredible.
As a side note, the way that the lighting works makes me really want a revival of the original dark souls 2 concept where darkness was a big mechanic.
bravo my friend, bravo.
Incredible!
Looks sick
It feels like the Demon's Souls remake, but it kept Hidetaka Miyazaki's vision
I'm trying to fathom how much work this would take. Definitely chose a really great project idea to familiarize yourself with the new engine.
Are you having to retouch the properties of every single material or does a lot of it transfer over? Either way, it looks amazing and hope to see more
Materials have to be set up from scratch. As far as I'm aware there's no way to directly convert a material to UE, just the textures.
@@Jonx0r Much respect to your dedication :) The Pontiff boss room is jaw dropping but I equally love the atmosphere UE5's lighting engine brings out of the darker areas.
Makes me really curious to see what bloodborne could look like !
Please man keep it up
When it's dark, it's difficult to see the environment, which makes it even better imo. It's as dark as dark souls.
Dude you should really make your own souls inspired game in ue5, i would totally play it
amazing
Please make the same for Ds 2 Majula
Oh Man, aside from Elden Ring, we need DS4, we are not done with the Dark Journey
I NEED DOWNLOAD
6:20 looks phenomenal! Makes me wonder. Do you convert models and textures manually and then import it all into UE5 or automated that?
I am 99% sure he is importing the whole game inside unreal engine and redefining some issues, most of all the light. But the models and gameplay is exactly the one of the original game. No way one could do this whole thing, modeling everything from scratch and texturing especially, alone
Well, to import the game he has to convert the flver files and dds textures to a format UE 5 uses. Can UE 5 utilize flver and dds file formats? Idk. If yes, then he doesn't have to do any conversion, if yes, it's a lot of work.@@zizzonedibattipaglia6247
The models, textures, animations and sound effects come from the original game. Everything else has to be recreated from scratch to emulate the original as closely as possible, such as the character locomotion, camera, particle effects, UI, etc.
@@Jonx0r makes sense. Good job
@@Jonx0r You did the animations too? That's amazing cuz they look just like the og, couldn't you export them though? I thought the modding tools allowed that.
I found errors that can make the project more faithful to the game and to help you of course.
-Please reduce the candle brightness and make it warmer
-From afar, there is light that is missing at the church
-Areas without light are a bit too dark
I just wanted to put these three out there, so you can correct them if you want to. If you ever want to make this a mod out of this, I would most definitely play this all day, every day
Holy fucking shit
멋지고 훌륭한 작업들 잘 보고 있습니다. 어떤 목적으로 작업하고 있는지 궁금하네요. 팬 게임의 목적인가요?
I'm just doing this to learn Unreal Engine. I don't think I could release a project like this without getting in trouble with the publisher.
@@Jonx0r There are tons of mods for Dark Souls so I think you could... You can try just to let other people publish it for you on some website.
@@diegoolivaresgonzalez42 This isn't a mod. It's a port of the game to a different game engine.
@@Jonx0r I understand but a port, a mod and Piracy are more or less the same legaly speaking... It looks great annyway,
@@Jonx0r - You might get away with it if it runs off of the original executable. Even if Namco can still legally C&D the project, they wouldn't have moral grounds to do so, since it would still technically require a retail copy to run. It wouldn't necessarily stop them, but it would look really bad for public relations if they did.
insane concept on what ds3 remastered would look like
I feel like a much better project would be Dark Souls 2. Dark Souls 3 is too new for it to make as big of an impact, but having played Dark Souls 3 recently, this is a huge improvement. I'd love to go back and play all the Souls games again in Unreal Engine.
BRO HOW DO I PLAY THIS I NEED TO TRY IT
Few questions:
1, Will it cause legal troubles to you
2, How is the performance in UE5 compare to original, and in 3:20 the shadow caused by dynamic lighting does not look very good despite being very realistic I assume. Maybe setting the torch in the player's hand to not cast dynamic shadow for the player model will make the environment more visible in tight interior places. moving light source casting dynamic shadows is very performance heavy also
3, How's the AI gonna work, would be interested to watch a boss fight to see how UE5 handles the combat
1. Only if I release it.
2. The original is lighter since it's not doing GI. I've also only spent a short amount of time performance optimizing these scenes.
3. This was done in the previous video: th-cam.com/video/zocVP3fEbfc/w-d-xo.html
@@Jonx0r Thanks. It's indeed an insane amount of work if one wants to port the game to UE5.
bro, where did u get all the models and textures?
From the original game.
when you enter arch dragon peek, how did you make those cliffs and ruins that are a distance?
I replaced the original landscape with Quixel megascan rocks and cliffs. The building at the top is the original LOD mesh for Archdragon Peak used in the Irithyll map.
Man I wish if you wouldn't get in trouble for releasing this, this is edging us dark souls enjoyers😭😭😭
When will this mod will be releasing ? It is absolutely gorgeous the environment looks so real feels like doing in real world .
It's not a mod, it's a port to a different game engine. Unfortunately it's not something I can release.
Looks about the same with better lighting
Thanks. I spent a fair bit of time fiddling with the lighting and color grading to try and match the original look as closely as possible.
when will full game be ready to play?
Unfortunately I can't make this publicly available without getting a nicely worded letter from Bandai Namco.
@@Jonx0r Namco isn't a Take Two xD
Is there any chance you will ever release the project files or parts of it? I'm asking because I would love to try to make a souls-like game, and having a basis for that with e.g. the same combat mechanics would be nothing short of a dream
Unfortunately I don't think I can without getting into trouble since it includes assets from Dark Souls III.
You extracted all the meshs and textures one by one from the game and put them in unreal by hand? or did you use a magic program for that?
I used DSTools to import the full map into Unity first, converted the textures to .png, then exported to fbx to import into Unreal. The Dark_Souls_3_PC_UPD maxscript from the Xentax forum was used to set up the character rigs in 3ds Max and HavokMax was used to import hkx animations into 3ds Max so I could export the bones + animation in fbx to Unreal. Textures were upscaled by Topaz Gigapixel AI, basically doubled the scale of all textures except those that have an alpha channel since it adds some chromatic crust to the alpha mask.
@@Jonx0r Wow Did you have to convert all the .dds files to .png manually?
@@moronicabral5159 I used Texconv. Basically just made a batch file to convert them all at once:
for /r %%f in (*.dds) do (texconv.exe %%f -ft png -f R8G8B8A8_UNORM -o %%~pf )
Wow amazing! thanks! @@Jonx0r
@@Jonx0r Cool. But how long did it take to texture all the models, changing the .dds textures to .png in another program?
Perfect...
May I see firekeeper?
DO you have a discord? Im doing a souls like prototype in ue5, i have some interesting stuff, the combat mechanics (with some bugs like i can block while im attacking), i have some environments that i made (a cathedral)
Excellent work!. Can you maybe upload a video with the work process you went through, like a making of?
How many assets did you buy (and which ones), how many did you create on your own, which Lumen objects did you use primarily, how did you create the landscape, how and where did you use fog, tints, etc. to create the athmosphere, etc. like the basics and more. Would be really cool to learn from a design master like yourself to improve on my own little game I'm trying to do.
Keep up the good work!
The only item from the Unreal Marketplace used in this project is Tempest Combat Framework for the combat system. The models, textures, sounds and animations came from Dark Souls III. The original landscape was replaced with megascan assets for a little bit more detail. The rest was set up from scratch mostly through trial and error. I'm still learning Unreal Engine so I'm not sure if I can make a good tutorial yet.
@@Jonx0r Hi, you mentioned TCF, I am in the market to buy a combat framework, I want it to look like Dark souls/EldenRing/KCD/Witcher games, is TCF good for that?
I saw others in the UE marketplace like ACF, FCS, GBWPH etc, could you share your thoughts on which is better and why?
Love your videos, they look amazing!
@@ParikshitBhujbal Yes, you can see an example of TCF in action in the Iudex Gundyr boss fight recreation video: th-cam.com/video/zocVP3fEbfc/w-d-xo.html. I haven't tried any other combat frameworks so I can't really make any comparisons.
This is amazing work! When your done with DS3, would it be possible to put Starfield into the Unreal engine? Asking for a friend called Todd .... 🙂
Where i paid your patreon for this?
I have a Patreon but I can't offer this project for download without getting into trouble with the publisher.
You really don't plan to continue uploading progress because I like to see the development but it's been a while since you uploaded
thx for trying to make my favorite game this beautiful bro but how do you works ? do you are alone ?
For combat I worked with the developers of the Tempest Combat Framework plugin to get it set up for this project, other then that I'm just working by myself.
@@Jonx0r ggs for all you doing for the moment it's really a great works but if i Can make a little critic in the vidéo when you fight gundyr it Can just be myself find that but does the animation are slower than the base game ?
If I knew how to make games I would make remakes of my favorite games for personal use. I wouldn’t care how many years it would take 😂
Vacancy? All monsters are vacation?😅
Is this map available for download/purchase
No. As per the description above, this map is from Dark Souls III.
Why no fps drops!
would you be able to upload this package?
Unfortunately not. Pretty sure I'd receive a love letter from Bandai Namco if I did that.
@@Jonx0r oh ok what about the tools used
@@Nathaniel-fh1vg DSTools: github.com/katalash/dstools - Used to import the map into Unity first so I could export it over to Unreal.
Unity: unity.com/ - For using DSTools to extract a map.
BinderTool: github.com/Atvaark/BinderTool - Unpacks the Dark Souls III archives.
3ds Max: www.autodesk.com.au/products/3ds-max/overview - Modeling tool used to set up the rigs for import into Unreal Engine.
Dark_Souls_3_PC_UPD: www.mediafire.com/file/3ahz31q15ik9cub/Dark_Souls_3_PC_UPD.ms/file - Imports a skeleton.hkx and .flver model file with skin weights.
HavokMax: github.com/PredatorCZ/HavokMax - Imports the .hkx animation files.
Havok Content Tools 2014.1: You'll need to find a link to this yourself - Used to convert .hkx animations to .xml.
DS3RootMotionFix: github.com/asasasasasbc/DS3RootMotionFix - Gets root motion data from the .xml version of the .hkx files.
TexConv: github.com/Microsoft/DirectXTex/wiki/Texconv - Batch converts image files.
FLVER Editor: github.com/asasasasasbc/FLVER_Editor - For exporting mesh to .dae when Dark_Souls_3_PC_UPD screws up the UVs.
Topaz Gigapixel: www.topazlabs.com/gigapixel - Upscales textures using AI.
DSAnimStudio: github.com/Meowmaritus/DSAnimStudio - For previewing animations.
DS3 Audio Extractor: github.com/Joel-Paul/DS3-Audio-Extractor - Python script for exporting audio files. Note: Doesn't seem to get all audio files.
NinjaRipper: ninjaripper.com/ - For getting meshes that don't exist in game files, i.e.: FaceGen faces.
@@Jonx0r thnx thats awsome. dark souls remastered maps are my favorite ones, would love to see lost city of izalith and blight town. im also trying to do omikron and skyrim from other games. great job thnx for the help.
Nice job, did you manually restore these levels?
There's a tool called DSTools that can be used to import a full level, but it's a Unity plugin. So basically you need to import everything into Unity first, change the textures from .dds to .png, then export it out for Unreal Engine. The rest of the work is in Unreal; setting up materials, lighting, particle effects, character locomotion, camera system, UI, and so on.
Has any more work been put into this project since this upload?
Yes. I recently added NPCs and dialogue with lip sync. I'll continue working on this in my own time, but I probably won't upload any further videos since people seem to be a bit sick of seeing this project.
@@Jonx0r nah, it's just a few louder voices being asshats and not understanding the point of the project. What you're doing is really impressive, and im sure the vast majority of people would actually like to see more.
@@Jonx0r wdym? this is awesome, I would love to see more of this project.
Porting DS3 into U5. Does the U5 engine have a way to directly move over and copy or "port" over maps, geomotry, artechecture, textures, from DS3 into U5? Or are you doing all the work yourself by "building" the gameworld from scratch? Please forgive my ignorance as i dont know much about making games but if you could educate me with the basics on how this works id really appreciate it. Thanks in advance.
UE5 has no native way of importing data directly from Dark Souls III. Most of Dark Souls III's file formats are proprietary. To import the maps I used the DSTools plugin for Unity, and exported the meshes and textures from Unity to UE5 in fbx format. Sounds were extracted from the game using the ds3_audio_extractor python script. Textures were upscaled with Topaz Gigapixel.
For animations I used the Dark_Souls_3_PC_UPD maxscript to set up the character rigs in 3ds Max (bones and meshes + skin weights), HavokMax to import the animations, and Havok Content Tools and DSRootMotionFix to try to restore root motion on the animations that include it. No idea how to restore root rotation, I just keyframed that back in manually, where possible.
Game mechanics needed to be set up from scratch. So that's character locomotion, camera, health/stamina/fp, souls count, menus, interface, bonfire system, and so on. For combat, I worked with the developers of the Tempest Combat Framework plugin to set it up using the Dark Souls III animations.
@@Jonx0r thank you so much for the informative reply. Fantastic work ! Love what you're doing.
dude just made dark souls 3 remastered as a project
If fromsoft decided for Ds 1-3 remake they should use unreal engine 5
will this one day ported as a mod ?
I don't think that's technically possible. This is a recreation of Dark Souls III in a completely different game engine.
@@Jonx0r that's so sad
Do you have the whole game in Unreal engine 5 ? I would pay full price !
No, I've only ported a couple maps and set up the basic mechanics. I don't have the original source code which makes implementing game mechanics not much different to creating a new game from scratch. Unfortunately I can't offer this project for download since it does use the original assets from Dark Souls III.
how did you manage to get the player character model with all of the animations in unreal?
I imported the skeleton and meshes into 3ds Max using the Dark_Souls_3_PC_UPD maxscript from the Xentax forum. Animations were imported using the HavokMax plugin. From 3ds Max the rig and animations were brought into Unreal Engine in fbx format.
@@Jonx0r could you send me the Dark_Souls_3_PC_UPD script privately? i cant seem to find it anywhere.
@@maxnu_ www.mediafire.com/file/3ahz31q15ik9cub/Dark_Souls_3_PC_UPD.ms/file
@@Jonx0r thank you very much, amazing work btw
@@Jonx0r hey sorry for annoying you again, i managed to import the model with the skeleton in 3ds max with the script, but when using havokmax and importing an animation, it doesnt seem to import correctly. the skeleton becomes completely messed up and the animation either applies to the mesh or sometimes doesn't. could you better explain how you import the animations to apply to the skeleton into max?
Any chance to be able to have this as a full game mod? I'd gladly donate if possible.
This isn't a mod. It's a port to a completely different game engine. Can't distribute it since it uses assets from the original game.
DS3 Remaster looking lit.
Please tell me, are you using root motion for the movement?
Yes, this uses the original animations from Dark Souls III which use root motion.
@@Jonx0r Thank you! So you use montages? Is there a way to talk to you on discord?
@@chinmayhota8983 Montages are used for the non-locomotion animations. I don't really use Discord that much but it's also Jonx0r.
В это можно будет сыграть?
Unfortunately not. I don't want to get into any trouble with the publisher.