Emulating / Recreating Flyff in Unity3d

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  1. #16
    Registered DrEinsteinium is offline
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    Re: Emulating / Recreating Flyff in Unity3d


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    @MisterKid Yeah man I saw your post a while back. It half way inspired me to start this discussion. I definitely feel that unity could make for a great map editor. I think something that a lot of people don't realize about the engine is that its entirely modular. That means you can write your own scripts to extend the editor interface. If I was going to make a map editor for Flyff, I would make sure to have all of the o3d objects loaded first, and then create an editor window that lists them all in different categories. That would make for a really efficient workflow.

    @petroli Let's not be rude. It's in the showcase section and he can show whatever the hell he wants lol. It hardly matters if it's finished or not.

  2. #17
    Game Developer MisterKid is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    Quote Originally Posted by petroli View Post
    You can barely call that "something"..
    It is a proof of concept.
    Also this is a development forum if you only want completed released stuff then I think you shouldn't post at all and be that one hidden guy downloading "completed" stuff.
    A good thing about forums like these is that you can show things and get feedback on and even share maybe someone could use it in the future.
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  3. #18
    I'm Not "russian.code" Mootie is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    This sounds like an interesting educational project, but for the sake of discussion, why not UE4? From what I've heard, unity's debugger is pretty shit. I think Unreal Engine or Cry Engine would much better fit MMORPG requirements. I'm not too familiar with Unity, but I would imagine UE or CE would have better framework for making MMOs.

  4. #19
    Registered DrEinsteinium is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    Quote Originally Posted by Mootie View Post
    This sounds like an interesting educational project, but for the sake of discussion, why not UE4? From what I've heard, unity's debugger is pretty shit. I think Unreal Engine or Cry Engine would much better fit MMORPG requirements. I'm not too familiar with Unity, but I would imagine UE or CE would have better framework for making MMOs.
    I definitely agree that UE or CE would be great for creating mmos, as they are very powerful engines with amazing capabilities. I've played dozens of games in both of them, and damn, I have been nothing but impressed with how smooth the games feel despite my graphics card probably melting out of my computer. (Crysis or Farcry, anyone?) But before starting some type of war about which engine is better, I personally just find Unity much easier to use in many different aspects, including the scripting languages used, the interface provided, and the tutorials available on their website.

    I'm also not sure how long ago you heard that their debug system sucks, because I find it quite useful. Along side breakpoints in Visual Studio and a pretty handy frame debugger window, you get a nice little profiler that can display graphs showing you anything from the cpu usage, active rigidbodies in the scene, how many verts are being rendered, and more, all per frame. It also tells you which method calls are using more cpu than others, and some other neat features. I haven't been using Unity for too long, so there was probably some point in time where they didn't have these things, but who knows.

    In the end, I chose Unity because I'm comfortable with it, and I'm comfortable enough to help people learn how to use it if people actually want to collaborate on a project like a Flyff emulator. I don't really see this being a 100% super serious project anyways, but with the right steps taken, an easy to use Flyff 'platform' can be created where people can branch off from the project and create their own content, which is really my only goal.

  5. #20
    Member petroli is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    Quote Originally Posted by MisterKid View Post
    It is a proof of concept.
    Also this is a development forum if you only want completed released stuff then I think you shouldn't post at all and be that one hidden guy downloading "completed" stuff.
    A good thing about forums like these is that you can show things and get feedback on and even share maybe someone could use it in the future.
    A good thing about forums is that I can express my opinions, right?

  6. #21
    Game Developer MisterKid is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    Quote Originally Posted by petroli View Post
    A good thing about forums is that I can express my opinions, right?
    Sure, but giving useless opinions is just a bad idea.
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  7. #22
    Member petroli is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    Quote Originally Posted by MisterKid View Post
    Sure, but giving useless opinions is just a bad idea.
    And making many posts about "projects" that never get finished just to receive attention is what ?

    I think you should keep your advices to yourself

  8. #23
    Registered DrEinsteinium is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    Quote Originally Posted by petroli View Post
    And making many posts about "projects" that never get finished just to receive attention is what ?

    I think you should keep your advices to yourself
    How about you stay on topic? If you have a problem with him then you can flame in a private message, not my thread.

  9. #24
    Member petroli is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    Quote Originally Posted by DrEinsteinium View Post
    How about you stay on topic? If you have a problem with him then you can flame in a private message, not my thread.
    Thanks for letting me use your thread so far, I will be leaving it now, you're very kind for letting other people use your thread, really.

  10. #25
    Member kmc11 is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    Unity is an extremely well documented engine that works both with C# and Javascript, which are two extremely easy languages to learn. This is great for new developers that want to get involved in our community.
    Sorting out crap from korean stoners is one thing.. but.. coding a game in a language like C# ( lets just skip the Javascript part )...


    You guys really must have nerves of steel.


    I highly appreciate the thought of porting Flyff to a newer engine, but honestly I would recommend you to do this in some kind of programming language.

  11. #26
    Game Developer MisterKid is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    Quote Originally Posted by kmc11 View Post
    Sorting out crap from korean stoners is one thing.. but.. coding a game in a language like C# ( lets just skip the Javascript part )...


    You guys really must have nerves of steel.


    I highly appreciate the thought of porting Flyff to a newer engine, but honestly I would recommend you to do this in some kind of programming language.
    Ehh Unity3d one of the most used game engines requires you to program in C# or Javascript.
    Cities: Skylines is made in Unity3d for example. And well that is a quite popular game :)
    I wouldn't underestimate C# it is getting more popular.
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  12. #27
    Member Troxex is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    Quote Originally Posted by DrEinsteinium View Post


    Here's an image of a Flyff model I converted to Unity as a prototype. I used ATools to convert the 3D models to COLLADA / .dae files, and dragged those right into unity. As you can see, the bones and the animations work (even though it's not a .gif) and you can equip items so the hand bones and it's as if the character was holding it. It was not that simple though, there were 3 main problems that I faced:
    • It could just be ATools that was creating the problem, but Flyff models don't use "normals", which are widely used in a lot of modern games, especially in Unity. This isn't a problem in the Flyff engine because they render textures on both sides of the model and they sacrifice all advanced lighting techniques. Unity however, uses texture culling to only display the texture on the correct side of the normals, allowing the lighting engine to better calculate where to shade. I solved this problem by creating a custom shader that does not cull any of the textures. As you can see, I sacrificed the lighting. Here is a picture with culled textures.
    • Animations imported from separate armatures will not work together. In order to solve this I imported the models into Blender, saved them as .blend files, and appended the actions for each armature to the "master" file.
    • The third problem is that you can't just replace the meshes of the player model with the meshes for armor pieces and expect it all to work. I still have not figured this out, but I'm assuming that using a script to copy the bone arrays to the new model will fix the issue.

    So I feel the first two problems can be somewhat avoided(maybe more of the second rather than the first), by created PostProccessor scripts to allow Unity to read custom .o3d, .chr and .ani files. Is there anyone that is able to give me some insight on where to start?

    Thanks.


    Hi . i think this is old thread if someone know how he they import that character in unity3d may reply to my post. i just tried to put in unity3d but the chracter is messed

    - - - Updated - - -

    this is what the chracter look. i just converted it to .dae and open it to 3ds max and export as .fbx
    Attached Thumbnails Attached Thumbnails Untitled.png  

  13. #28
    Registered Kinami is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    @DrEinsteinium
    "The third problem is that you can't just replace the meshes of the player model with the meshes for armor pieces and expect it all to work. I still have not figured this out, but I'm assuming that using a script to copy the bone arrays to the new model will fix the issue."

    Naaah, after literally 15 hours working with this shit and nearly killing my self, i managed to get it to work, its not 100% complete more like 80% the only thing i have to do is make a script that changes the texture to the right one because its the only bug

    Anyone who wants to share stuff etc, add me in discord Kinami#9373

  14. #29
    ॐ.̲̲N̲̲E̲̲T̲̲ ̲̲D̲̲e̲̲v̲̲ שเ๒єtгเ๒є is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    This is very interesting and I'd see some further progress on this. Please do some (more) showcase. :)
    Faithfully, שเ๒єtгเ๒є. (vibetribe)


  15. #30
    Registered Kinami is offline
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    Re: Emulating / Recreating Flyff in Unity3d

    Quote Originally Posted by שเ๒єtгเ๒є View Post
    This is very interesting and I'd see some further progress on this. Please do some (more) showcase. :)
    I bet this, and all other project are long dead.

    Follow my project, im not keeping it updated alot on ragezone, more on here
    -Snip-

    Currently working on importing the whole interface system.
    Last edited by Ketchup; 16-08-17 at 11:51 AM. Reason: Rival forum removed from post.




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