remaking the entire game...
SOME VIDEOS:
Spoiler:
PICTURES:
Spoiler:
remaking the entire game...
SOME VIDEOS:
Spoiler:
PICTURES:
Spoiler:
Last edited by GM-Andromeda; 20-08-14 at 03:46 AM.
very nice project man!
Uau veryyy veryy bom projeto: d, Add Missions in Game
Last edited by VeltonD; 22-02-14 at 09:15 PM.
incredible work. ;) Year of work?
started in 2007/2008 to learn DirectX (actually, i started with XNA but then i decided for directx), by 2011 the graphic engine was almost done, from 2012 until now, i coded the game engine (monsters, players, client side stuff, GUI Wrappers to adapt it to the graphic engine, Recast/detour adapters, etc) and of course, the GS including the physics engine.
but of course, i did not write the physics engine, i just create the interface to make it work with my engine. Same with the GUI core.
now i'm adding some extra models from season6 data folder to the map.
I have an idea. Has some of us know, at first, we need to know HOW do you set all the object inside every map, and how do you set terrains inside that engine. PentiumTools have object editor, and of course, you can export it to .txt(This will Show u X, Y, Z, Size and Rotate X,Y,Z coords). Then i think you can load that settings and make terrain for your engine.
But, have we are missing something? what could be? True, Transform all objects to your format. I think the best way is keep Webzen(BMD) format, cuz, thats is so many work convert all bmds to your formart, at less, if you havent automatic folder & file converter.
After all that work, you should have original MuOnline maps.
Good Job? ;)
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Es demasiado laburo, pero si armas un programa que convierta todo automatico, con unos 5 o 10 clicks, un case y 2 horas, tenes todos los MAPAS desde 97d hasta S5. Se trata un poco de automatizar el proceso.
Sobre convertir los valores del ITEM.TXT hacia tu formato, volvemos a lo mismo, automatiza el procedimiento y tendras una aplicacion para multiples cosas. ;)
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yes, exactly, but there are three files in Worldxx folders: .obj, .map and .att
(maybe i am wrong here...)
.obj = object ID, pos XYZ, rotXYZ (euler angles)
.map = i think it has tile info, (tile = quads), info like: QUAD X = 120, Y =138 = WATER, this is, in those coords, put water or any other thing,
.att = each quad (from 0 to 255) has id 0 or 1 meaning it is walkeable or not.
i can put all obj info, take every smd file (need to get each smd from bmd, this is easy) and then render all those objects, i can do it yes, but no using .map info since my engine does not work like that
my terrain is not a 255x255, it is a mesh/meshes or planes.
anyway, in other words, i can do all u said, i will try it this week, but i dont like original textures, they are old, ugly. i like my new lorencia (L)
in fact, all those monsters u see (new pictures were added), were automatically exported from original smd to my format, in 1 min =)
Last edited by GM-Andromeda; 23-02-14 at 12:28 AM.
very nice!!! i like it ^^
Thats is true. So you are missing Terrain Lights(Texture in OZJ) it use RGB Colors for light or darkness and TerrainHeight(Texture on OZB) that make holes and mountains.
I think that for this proyect, you should keep in mind that "Remake all textures" means "Make and entire new game, make new bmds with more details".
Here come my suggestions:
If you really want Mu Remake, take it easy. Webzen made muonline with more than 16 years, only god knows what time they used before 0.74 BETA version. Make a perfect new lorencia, then start to dev dungeon, noria and devias.. Make working interface(Simple but working[Stats, Map Move Interface, Inventory & Shops]), 3 or 4 skill per character, 13 shops(Simple Process), 5 sets and original 3 wings. I think that pets could wait.
If you want "Mu Remake" with Old Original Map, you already knows what do u have tu do.(Maybe add support 255.*255 temporally).
This is an amazing work!
Personally I prefer original maps :)
Wish you best of the luck!
Hope to see this someday in private servers :)
Last edited by Netzo; 23-02-14 at 02:10 PM.
here real Mu Online Season 4.6 Emulated Client side (like a web game) in Unity3d, using new engine (better quality), and original objects + classic features from original Game.
and Player move using: A, S, D & W keys
Look:
http://vk.com/app3395366_161543223?ref=9
PS: This is exactly what we should try to do just that through an Executable and not a web game. (I think).
nice man really nice!
This is what could be MU2 :O well done...
update:
Today i finished the shader-based terrain, now can "paint" the terrain and change scale/uv parameters.
for know is alpha but here is the thing, to create an alpha test, i need maps, lorencia noria etc.
i already have lorencia and devias (70%), i made it using 3dsmax (i can use my editor but of course, i like 3dsmax).
here a video: (watch in HD please...)
but it is no enough, so since i dont have time to code the gui system for market/auction house, code mobs AI (now just walk around, follow chars and hit untill die, dont avoid, dont think, dont choose different skills etc), code events, hit/dmg/defense stuff, trade checks etc, i will need someone to do the art part, that's why i started coding the editor; and the worse thing, i have to continue my engineering career so, dont have time for all :(
well, again, with this tool, anyone can move, rotate scale things, just the basic.
here an old screen:
![]()
Last edited by GM-Andromeda; 20-08-14 at 07:56 PM.
I think you should create github repo or something like it. Anyone will can send commit or edit whatever he want.so my question is, is any team or whatever that is willing to help to continue this project? my first idea was to make it public so anyone can make own server (this project already include gs), but it is not fear to do all this alone -.-
Good project. Finally someone is creating client that will be fast enough for game graphic effects. Respect!
p.s. i'm interested in developing/helping. But, my knowledge is not good. I need to learn...