Como brother what news ???
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Unity WebGL Player | Hazec MUFR
https://apps.facebook.com/muclassic/...1df65ae553#_=_
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Como brother what news ???
- - - Updated - - -
Unity WebGL Player | Hazec MUFR
https://apps.facebook.com/muclassic/...1df65ae553#_=_
brother take a look this, maybe u can continue this work ?
all ther source are there:
http://forum.ragezone.com/f508/opens...emake-1039319/
yes, u need time to do any game :p i hope u can do it
I like your attention to details. It could be great MU client remake. If you would be able to bring it to the most basic playable version (Like up to Dungeon even) it would be a great start.
I'd like to know more about the way you converted original files to unity format and how you rebuilt the maps.
I sent you pm, I'll be glad if you gave me some insight.
Well, would be awesome if you would share those insights publicly :)
awesome:D
can u share script to create heigh map, lightening, mixing tiles layers to fbx?
:/ So it pointless. With orginal unity terrain u can't get orginal tiles mixing effect, also the terrain not look same like orginal one. And dinamicly script make it slowwwww
It wasn't supposed to be exactly the same.
Remakes are supposed to be better than originals :P
And... I tried the "original way", but since I wanted to use unity physics and a good performance, it wasn't an option.
Even with Unity terrain, it got pretty close to the original, but without lagging everything :P
Could you upload the converted models and textures somewhere? I'm using the game for learning purposes as well.
I recreated mu terrain in unity with different approach. I divided 256x256 map to 16x16 chunks (or smaller). Every chunk is a mesh created from terrainheight and terrain.att (to make holes). I'm using two splatmaps per chunk. One with small resolution and point filtering (1st layer), and one with higher resolution + bilinear filtering (2nd layer with floating point coverage). To shader I send one atlas texture (with all terrain textures) two splatmaps and two matrices 4x4 to decode atlas coordinates from splatmaps. Disadvantage is that I can use max 4 images per chunk. I can make smaller chunks if I need, but it's designed to load original maps without modifying. Ofc. it has advantages: I can use original maps 1:1 with original folder structure, with real holes support and full control over shader. Terrainlight is stored as vertex color. And it's faster than unity terrain (I can render only visible chunks).
Effect is acceptable (this screen has bug - all objects are moved by (0.5, 0.5):
http://content.screencast.com/users/...11-21_2026.png
You can find SMD importer for blender and use batch file to automatically convert it to FBX (another plugin). The hardest thing to do, is to calculate matrix which converts opengl coordinate system to directx (used by unity) with switching YZ axis. I'll post if if I find it somewhere in my PC. But I don't recommend this approach. In my opinion it's easier to load BMD into unity.Quote:
Could you upload the converted models and textures somewhere? I'm using the game for learning purposes as well.