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Yet Another Unity Client Remake (Based on 97d)
So this is an old project that I started working on again sometimes...
I'll probably never finish this though, but I thought it could be fun sharing what I've accomplished so far...
(I'm doing this to learn more about Unity only)
What I've done so far
- Server list works
- Server list shows server load
- Easy to add color/bold/italic to server names
- Modal dialogs with feedback buttons
- Login works with response codes (success, invalid password/login, already connected, so on...)
- Server messages and system messages (top left corner)
- Character screen listing the current characters and their respective positions/names
- World/terrain/objects automatic reconstruction
All those things works on any common 97d server... I'll probably finish the character selection soon and start working inside the game
Screenshots
MuOnline Remake - Album on Imgur
Videos
https://www.youtube.com/watch?v=9dPJghQSoqo
https://www.youtube.com/watch?v=YcUZc3RsOok
I hope this encourages people to start learning some game engine and to work on their own game... Unity makes it SO EASY to get things done and I see a lot of people here with a lot of potential, but like me, always stuck on this shitty game !@#!#!@#!
Try to innovate people! Start making your own stuff with your own knowledge, this remake project made me learn TONS of stuff, and I'm working on my own game now
Basically this is my testbed which is turning way better than I've expected
:P:
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Re: Yet Another Unity Client Remake (Based on 97d)
Cool mate, hope u get to learn all sort of stuff and go pro. Best wishes.
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Re: Yet Another Unity Client Remake (Based on 97d)
This is looking good, keep going, I dont like unity, I prefer UE but anyway, its good for you to learn making a basic game, but why you dont make something new? new things and start indigogo project or kickstarter project and earn money with it.
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Re: Yet Another Unity Client Remake (Based on 97d)
Your work is amazing... wolfulus I'm very interested on this project... It's like: "MU Client of my Dreams" :): 10/10
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
RevolGaming
This is looking good, keep going, I dont like unity, I prefer UE but anyway, its good for you to learn making a basic game, but why you dont make something new? new things and start indigogo project or kickstarter project and earn money with it.
I'm working on it already... but as always, doing everything from scratch takes hell lot of time... when we get to the money part I'll definetely open some type of crowdfunding because we'll need to pay the artists for some specific stuff (for now we're learning even the art part xD)
Quote:
Originally Posted by
Kiosani
Your work is amazing... wolfulus I'm very interested on this project... It's like: "MU Client of my Dreams" :): 10/10
Thank you :)
I'll try to keep this updated
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Re: Yet Another Unity Client Remake (Based on 97d)
amazing work, wolfulus. keep us up to date about this project! :thumbup1:
P.S: old school rules
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Re: Yet Another Unity Client Remake (Based on 97d)
share bmd2fbx jajaja
Looks great!
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
Mulegend
share bmd2fbx jajaja
Looks great!
won't work on every version i think. if I remember right, the newer versions changed the 3D format.
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Re: Yet Another Unity Client Remake (Based on 97d)
i am learning about unity and try do same like u
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
Mulegend
i am learning about unity and try do same like u
I'll zip a converted client for you when I get home.
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
wolfulus
I'll zip a converted client for you when I get home.
Oh, ty!
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Re: Yet Another Unity Client Remake (Based on 97d)
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Re: Yet Another Unity Client Remake (Based on 97d)
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Re: Yet Another Unity Client Remake (Based on 97d)
This is great. I like your world recreation software. Sad that it's only a learning project :<
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Re: Yet Another Unity Client Remake (Based on 97d)
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Re: Yet Another Unity Client Remake (Based on 97d)
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
MAXDANGER
not enough time to work on it again... i'll get back at it as soon as i can
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
wolfulus
not enough time to work on it again... i'll get back at it as soon as i can
brother take a look this, maybe u can continue this work ?
all ther source are there:
http://forum.ragezone.com/f508/opens...emake-1039319/
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
MAXDANGER
Step 4, download dependencies, boost and media.
link is dead
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
MAXDANGER
it doesn't worth it. unity makes it a lot easier to develop
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Re: Yet Another Unity Client Remake (Based on 97d)
yes, u need time to do any game :p i hope u can do it
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Re: Yet Another Unity Client Remake (Based on 97d)
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.
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Re: Yet Another Unity Client Remake (Based on 97d)
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.
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Re: Yet Another Unity Client Remake (Based on 97d)
Well, would be awesome if you would share those insights publicly :)
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Re: Yet Another Unity Client Remake (Based on 97d)
awesome:D
can u share script to create heigh map, lightening, mixing tiles layers to fbx?
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
Razzor
awesome:D
can u share script to create heigh map, lightening, mixing tiles layers to fbx?
that one was done inside unity with its own terrain system. it's not an fbx.
lighting is just a projector (terrainlight) pointed down, filling the whole terrain (horrible way to do it btw)
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Re: Yet Another Unity Client Remake (Based on 97d)
:/ 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
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
Razzor
:/ 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
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Re: Yet Another Unity Client Remake (Based on 97d)
Could you upload the converted models and textures somewhere? I'm using the game for learning purposes as well.
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
wolfulus
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
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
Quote:
Could you upload the converted models and textures somewhere? I'm using the game for learning purposes as well.
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.
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
supron
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.
How's your project Supron? Your project website was not updated for a long time. Lack of time to continue? I had the highest hopes in your project because your idea about how the remade client should look like was similar to mine. Would be a shame for the project to die :<
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
marecznyjo
How's your project Supron? Your project website was not updated for a long time. Lack of time to continue? I had the highest hopes in your project because your idea about how the remade client should look like was similar to mine. Would be a shame for the project to die :<
After I left IGCN as full time developer, I stopped updating blog on their site. After this I've really pushed things forward. But I'm not sure if I can write here about it. Even when I left IGCN my thread got deleted for not being a public development (I didn't want to make it open source). If you want to hear more, send PM.
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
supron
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.
We all did the same thing with the map, but may be a few problems...
Have you made anything about the water effect on the map?
About the bmd conversion, you can do like us and write a piece of code to convert it.
Piece of cake...
[]'s
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Re: Yet Another Unity Client Remake (Based on 97d)
Quote:
Originally Posted by
navossoc
We all did the same thing with the map, but may be a few problems...
Have you made anything about the water effect on the map?
About the bmd conversion, you can do like us and write a piece of code to convert it.
Piece of cake...
[]'s
simple shader that distorts the texture over time solves the water thing tho.
I'm curious about the lighting