MuOnline UDK

Page 1 of 2 12 LastLast
Results 1 to 25 of 32
  1. #1
    Proficient Member 3:01 is offline
    MemberRank
    Feb 2006 Join Date
    AustraliaLocation
    165Posts

    Mu: The Continent of Legend - Powered by Unity3D

    Restarted my project. converting MuOnline into a single player RPG


    Started from scratch, changed engine to UE4.

    Mu: The Continent of Legend

    Will have most features of MU

    - My Own Variant of Castle Siege and every other event.
    - Mining, Gathering, Alchemy, Armor Smith, Weapon Smith
    - Upgraded Graphics and rendering; powered by Unity3D
    - New Skills

    + more!


    Constantly working on this game. updates will be every 3 monthly, i want to show more per update.
    Attached Thumbnails Attached Thumbnails mu.jpg   capture2.jpg   capture3.jpg   capture.jpg  
    Last edited by 3:01; 19-10-15 at 03:21 PM.


  2. #2
    Account Upgraded | Title Enabled! [GM]Terrorian is offline
    MemberRank
    Jun 2008 Join Date
    D:\MuServer\Location
    277Posts

    Re: MuOnline UDK

    lol awsome...individual mu online developers>webzen developers?

  3. #3
    Don't be a hater 1Word is offline
    MemberRank
    Jan 2006 Join Date
    At homeLocation
    1,779Posts

    Re: MuOnline UDK

    Uhm... wow!

  4. #4
    Member cryy is offline
    MemberRank
    Jan 2011 Join Date
    HomeLocation
    80Posts

    Re: MuOnline UDK

    looks great

  5. #5
    Proficient Member Young is offline
    MemberRank
    Jul 2005 Join Date
    BrazilLocation
    190Posts

    Re: MuOnline UDK

    MU2 engine will be Unreal too...

    MU2 - GStar 2011 Trailer - PC - YouTube

  6. #6
    Account Upgraded | Title Enabled! buffon is offline
    MemberRank
    Dec 2008 Join Date
    UkraineLocation
    385Posts

    Re: MuOnline UDK

    awesome) but textures can be a little bit better)

  7. #7
    Proficient Member 3:01 is offline
    MemberRank
    Feb 2006 Join Date
    AustraliaLocation
    165Posts

    Re: MuOnline UDK

    I guess I'll replace all the textures eventually. Probably all of the models too. I'm using the original mu assets to make dev a whole lot faster.. It's the gameplay that counts.
    Posted via Mobile Device

  8. #8
    Valued Member Marin_scp is offline
    MemberRank
    Mar 2006 Join Date
    Inside EAXLocation
    103Posts

    Re: MuOnline UDK

    If you're planning to make it run on current GameServers, I can help you with the sockets and MU Protocol part, just let me know.

    Awesome work you're doing here, good luck! ;D

  9. #9
    Enthusiast rapha_eu is offline
    MemberRank
    Jan 2009 Join Date
    NopeLocation
    40Posts

    Re: MuOnline UDK

    Awesome work man, appreciate it!

  10. #10
    faronnia.com Faronnia is offline
    MemberRank
    Aug 2007 Join Date
    Faronnia.comLocation
    2,094Posts

    Re: MuOnline UDK

    I would donate and help test this project. Maybe in a month or 2, when everyone can make sure that this is serious business

  11. #11
    Proficient Member 3:01 is offline
    MemberRank
    Feb 2006 Join Date
    AustraliaLocation
    165Posts

    Re: MuOnline UDK

    thread has a minor update, any help would be appreciated.

    Dark Knight
    Elf
    Dark Wizard

    i need help with the mesh and skeleton so i can import the smd animation and it will attach to the mesh.

    my current way of importing to 3Ds MAX 2012

    decrypt player.bmd for animations.
    decrpyt player gloves/boots/pants/helm/body (but each mesh has its own skeleton which is different to the rest.)
    import each player mesh without bones
    attach entire mesh together
    import animation/attach bones to mesh

    fail at fixing weights and vertices so the mesh moves with the animation.
    (Need help here) any advice, linkage to a good tutorial or already complete work will be greatly appreciated and overall speed up the dev process. once i get all the animations working with one character i will start to code the base system

    including
    combat
    inventory
    shops
    quests
    scaleform UI
    interactive main menu
    isometric camera
    interchangeable player parts
    Events
    chat


    and i will update the Mu online models with HD textures
    also the attack animations will eventually be changed as well

  12. #12
    Enthusiast Tarrent is offline
    MemberRank
    Jan 2010 Join Date
    PhilippinesLocation
    47Posts

    wink Re: MuOnline UDK

    Quote Originally Posted by Jiro View Post
    thread has a minor update, any help would be appreciated.

    Dark Knight
    Elf
    Dark Wizard

    i need help with the mesh and skeleton so i can import the smd animation and it will attach to the mesh.

    my current way of importing to 3Ds MAX 2012

    decrypt player.bmd for animations.
    decrpyt player gloves/boots/pants/helm/body (but each mesh has its own skeleton which is different to the rest.)
    import each player mesh without bones
    attach entire mesh together
    import animation/attach bones to mesh

    fail at fixing weights and vertices so the mesh moves with the animation.
    (Need help here) any advice, linkage to a good tutorial or already complete work will be greatly appreciated and overall speed up the dev process. once i get all the animations working with one character i will start to code the base system

    including
    combat
    inventory
    shops
    quests
    scaleform UI
    interactive main menu
    isometric camera
    interchangeable player parts
    Events
    chat


    and i will update the Mu online models with HD textures
    also the attack animations will eventually be changed as well
    Hi this Mu Online to UDK project of yours looks promising, please keep it up! I could share you some tips on processing bones and animations as I had also been trying out Mu online in Unity 3d.

    (I have newbie experience in 3ds max such that I could not help you with assembling animations from scratch but I could share how to attach existing/decrypted animations straight from the client itself to the models :D)

    Tools I used:
    1. Pentium Tools
    2. Milkshape 3D
    3. 3ds max 2009 (haven't on tried 2010+)
    4. 3ds Max SMD import/export plugin

    What I did (almost same as your steps, but I'll add extras):
    1. decrypt player.bmd for animations.
      - using Pentium Tools
    2. decrpyt player gloves/boots/pants/helm/body (but each mesh has its own skeleton which is different to the rest.)
      - as .smd, also using Pentium Tools
    3. import each player mesh without bones
      - I've assembled a complete .smd mesh (for example, complete a soul master mesh) using Milkshape 3d and the exported .smd's without bones (as "Reference") using Pentium Tools.
    4. attach entire mesh together
      - using Milkshape 3d (same as previous step)
    5. import animation/attach bones to mesh
      - I've imported the animations also as .smd, using Milkshape 3D, attaching them to the Mesh. I saved this as .smd, this time as "Sequence"


    *End product: I had 2 sets of .smd's from Milkshape3D, a .smd mesh containing the complete player Mesh (without the bones/animations) and another .smd which is pure player bones/animation.

    *Importing to 3ds max: using the 3ds max smd import plugin, I first imported the pure player mesh. Then I imported the animation .smd over the mesh.

    Here's the result of what happened in my experiments (haven't progressed yet since 2011 due to lack of time):
    Wizard's Quest

    Here's another guy who had been tempering with mu online models perhaps you could also ask him for some tips:
    Mu Online Live

    I'm glad that there are also other people like me who are interested in developing Mu online to other platforms :D I wish you well for your project. I hope we could also share tips on coding, development and most of all, models/assets.

    Cheers to us!

  13. #13
    faronnia.com Faronnia is offline
    MemberRank
    Aug 2007 Join Date
    Faronnia.comLocation
    2,094Posts

    Re: MuOnline UDK

    Holy shit man, your project is very impressive, I remember seeing videos of it on youtube. I hope you continue to develop this. If there's anything I could do to help, like sounds, textures, stuff like that, let me know.

  14. #14
    Proficient Member 3:01 is offline
    MemberRank
    Feb 2006 Join Date
    AustraliaLocation
    165Posts

    Re: MuOnline UDK

    Thanks for your advice Tarrent. However i figured it out on my own before i read your post. just a little bit of what ive accomplished so far.

    Characters; all animations work(200+). Replaced Pawn.

    Lorencia started; Walls up (HD Textured) 2048x2048 textures are now going to be used. all original.
    (image attached; +SpecularMaps/-SpecularMaps)

    Heightmap imported; editing and layering, painting textures as soon as i make the textures in PS:CS5.

    MainMenu created; Nothing yet.

    Lighting; Basic.
    Camera; Isometric, needs tweaking.

    Started Click movement coding. (may take awhile)

    i will post more information when i complete more tasks.

    The lack of a big update here is because of the character rigging and animation importing problem.

    Thanks for your support :)

    Jiro
    Attached Thumbnails Attached Thumbnails lorewall.jpg   nospec.jpg  
    Last edited by 3:01; 25-03-12 at 05:33 PM.

  15. #15
    Account Upgraded | Title Enabled! [GM]Terrorian is offline
    MemberRank
    Jun 2008 Join Date
    D:\MuServer\Location
    277Posts

    Re: MuOnline UDK

    you do an awsome job Jiro...i hope you will not give up.

  16. #16
    Enthusiast Tarrent is offline
    MemberRank
    Jan 2010 Join Date
    PhilippinesLocation
    47Posts

    Re: MuOnline UDK

    Jiro, thanks for your update. Mu online looks nice to play on HD textures I hope you could push on with your project. I'll be glad to help in any way I can about basic modelling and textures (except for the financial part :D).

    @KingLordMaster and all: let's support Jiro on this! ^_^ This will definitely be somtehing to look forward to.

  17. #17
    Proficient Member 3:01 is offline
    MemberRank
    Feb 2006 Join Date
    AustraliaLocation
    165Posts

    Re: MuOnline UDK

    Thanks Tarrent. Photos :-)
    Attached Thumbnails Attached Thumbnails update.jpg   capture.jpg   darkwizard-..jpg  
    Last edited by 3:01; 27-03-12 at 11:13 AM.

  18. #18
    TitansTech Coder IcaruS is offline
    MemberRank
    Dec 2004 Join Date
    KryptonLocation
    269Posts

    Re: MuOnline UDK

    btw Jiro, if you are making a "new game", you will need to make all protocol part too. Btw nice pictures

  19. #19
    Enthusiast dazee is offline
    MemberRank
    Mar 2008 Join Date
    33Posts

    Re: MuOnline UDK

    why don`t you make a new game? in my opinion wold be beter than creating a clone of muonline...

  20. #20
    Proficient Member 3:01 is offline
    MemberRank
    Feb 2006 Join Date
    AustraliaLocation
    165Posts

    Re: MuOnline UDK

    UPDATE:

    The Game will NOT be point and click, or isometric. it will be a fully 3D non-target RPG with networking capabilities. hopefully in the long run a server system will be developed and be massively multiplayer.

  21. #21
    Enthusiast Setekh is offline
    MemberRank
    Dec 2010 Join Date
    31Posts

    Re: MuOnline UDK

    UDK huh?
    Well i've been playing with renderers for some time, and i gotta say you could do something awesome there, but, there are some problems, one of them can be copyright another could be far worse and it is the fact that you spent an amount of time on something that's not so intuitive and satisfactory as you hoped. Yeah Mu Online is a cheep game, not too much content, but if webzen developers didn't care to evolve it as it should of happen, why would you?

    So as a person who cares I'm saying "Be Original", don't lose your time with something as insignificante as this game, all you need is a story and the ideal unfolds in your mind.

    Take as example what webzen did -> http://en.wikipedia.org/wiki/Mu_(lost_continent)

    ^^
    PS: Do you have a UDK Licence? for general public i mean..

  22. #22
    Proficient Member 3:01 is offline
    MemberRank
    Feb 2006 Join Date
    AustraliaLocation
    165Posts

    Re: MuOnline UDK

    there's no point worrying about copyright if im releasing the game on this forum. it's all about learning i will be satisfied if i complete this project, its about making the game better adding my own content and changing what i want, while the original assets make the dev process alot faster.

  23. #23
    Proficient Member 3:01 is offline
    MemberRank
    Feb 2006 Join Date
    AustraliaLocation
    165Posts

    Re: MuOnline UDK

    UPDATE:

    I've started on two separate projects. currently im working on a version of Mu that resembles Tera. the monsters have been upsized. although the world is fairly small so im thinking of skrinking the playable characters to emphasize a 'huge' game world. and the the second project is an original 2.5D MMORPG using my altered version of Eclipse Origins. i may develop the title to be Mobile phone compatible.

  24. #24
    Apprentice aureliomarcio is offline
    MemberRank
    Aug 2011 Join Date
    IGC Fan!Location
    23Posts

    Re: MuOnline UDK

    We also are working on game, but will titled as a new game.
    We used character controls and better cam system than original.
    And networking with unity is much better...


    But still under closed beta testing...

  25. #25
    faronnia.com Faronnia is offline
    MemberRank
    Aug 2007 Join Date
    Faronnia.comLocation
    2,094Posts

    Re: MuOnline UDK

    Quote Originally Posted by aureliomarcio View Post
    We also are working on game, but will titled as a new game.
    We used character controls and better cam system than original.
    And networking with unity is much better...


    But still under closed beta testing...
    Super. But no one cares. No info on engine, no screenshots. You and your project might as well be nothing more than a fantasy.



Page 1 of 2 12 LastLast

Advertisement