- Joined
- Jun 19, 2009
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Sure, but giving useless opinions is just a bad idea.A good thing about forums is that I can express my opinions, right?
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Join Today!Sure, but giving useless opinions is just a bad idea.A good thing about forums is that I can express my opinions, right?
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
How about you stay on topic? If you have a problem with him then you can flame in a private message, not my thread.
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.
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:
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?
- It could just be ATools that was creating the problem, but Flyff models don't use "
You must be registered to see links", 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.You must be registered to see links.- 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.
Thanks.
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.
i did this on the first day on working on the project
currently im not doing mutch, but ive got all the basic systems down, and im going to start writing my own c# server now