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- Jan 10, 2006
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I am currently working on Ultra version of Flyff.
Just dealt with map generation in Unity from the LND file. Basic loading, water and textures are not figured out yet.
I used that guy's code as a base:
https://forum.ragezone.com/f651/flyff-world-editor-in-unity3d-948999/
It wasn't quite working, he claimed that not sure how to do it either.
Following Brakeys video on generating terrain in unity helped a lot.
As it's always the case we never fully reveal everything tt1:
I should just tell to the next guy that might try this, which with some coding skills is pretty simple...Figure out the factor of error with Flyff maps.
SetHeights accept values from 0 to 1. That's enough of a hint!
See attachement for loaded map!
Also other thing that's ready is figuring out how to enhance models! I think it's looking pretty descent!
You can see random mob with enhanced model and textures! Hence the name Flyff Ultra!
That's for now!
NOTICE:
If anyone is willing to help with enhancing models I will share my process and you can keep the finished client, or at least you will know the workflow, but it's about 4000 models. That's already lone person 2-3 months worth of time non-stop enhancing...Given how much work it is, I might stop at just enhancing the mobs and npc's, everything else could be eventually done later...Volunteers are welcome!
1. Enhancing the textures. I use Photoshop but it's quite complicated, you can browse YouTube for upscaling tutorials. The one I followed does the job, but nice and dirty solution will be to use LightRoom Classic, I just load the image apply a filter with blueish dramatic shadows and up the reds, play a bit with the contrast and adjust the filter to the image at hand. Then right click > Enhance, Export. Enhancing could be done after making simple upscaling manually or in photoshop.
2. Exporting the given model from o3d, or ani if animation to something like .dae, then importing to Blender, Subdivision + Welding vertices + Subdivision + Welding again, Smoothing Vertices. Realign parts of Exterior or Interior, because sometimes for example a house looks weird after doing that and must Move some faces around to hide imperfections.
!!! Must be very careful not to select everything in Object mode, because animated models has problems with it's bones and later distort the animation, because nothing is were is expected to be anymore.!!!
Just dealt with map generation in Unity from the LND file. Basic loading, water and textures are not figured out yet.
I used that guy's code as a base:
https://forum.ragezone.com/f651/flyff-world-editor-in-unity3d-948999/
It wasn't quite working, he claimed that not sure how to do it either.
Following Brakeys video on generating terrain in unity helped a lot.
As it's always the case we never fully reveal everything tt1:
I should just tell to the next guy that might try this, which with some coding skills is pretty simple...Figure out the factor of error with Flyff maps.
SetHeights accept values from 0 to 1. That's enough of a hint!
See attachement for loaded map!
Also other thing that's ready is figuring out how to enhance models! I think it's looking pretty descent!
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You can see random mob with enhanced model and textures! Hence the name Flyff Ultra!
That's for now!
NOTICE:
If anyone is willing to help with enhancing models I will share my process and you can keep the finished client, or at least you will know the workflow, but it's about 4000 models. That's already lone person 2-3 months worth of time non-stop enhancing...Given how much work it is, I might stop at just enhancing the mobs and npc's, everything else could be eventually done later...Volunteers are welcome!
1. Enhancing the textures. I use Photoshop but it's quite complicated, you can browse YouTube for upscaling tutorials. The one I followed does the job, but nice and dirty solution will be to use LightRoom Classic, I just load the image apply a filter with blueish dramatic shadows and up the reds, play a bit with the contrast and adjust the filter to the image at hand. Then right click > Enhance, Export. Enhancing could be done after making simple upscaling manually or in photoshop.
2. Exporting the given model from o3d, or ani if animation to something like .dae, then importing to Blender, Subdivision + Welding vertices + Subdivision + Welding again, Smoothing Vertices. Realign parts of Exterior or Interior, because sometimes for example a house looks weird after doing that and must Move some faces around to hide imperfections.
!!! Must be very careful not to select everything in Object mode, because animated models has problems with it's bones and later distort the animation, because nothing is were is expected to be anymore.!!!
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