- Joined
- Jan 22, 2009
- Messages
- 1,183
- Reaction score
- 539
Hey,
Well, for a while now, I've been having fun developing my own framework for Unity 3D because I was working on a Ragnarok project (in case you're curious, there's a video about it on the same channel). And of course, I've been following some MU projects over time, some of which started and then stopped, while others managed to launch and are still on the market today.
So this topic is just another showcase as well. I don't know how far I'll go, but I don't have big ambitions for SEASON 100000 (all features), etc. Currently, my plans are more about testing my framework and potentially reusing this 3D project in other plans. So, I would say that my current backlog would be 3 complete classes, the basics of an RPG/MMORPG (inv, char, guild, friend..), etc.
In case you're curious about the server being used, I'm currently using a customized version of OpenMU (I'm not and don't want to follow the actual MU structure, like serialization, movement system, etc.). And of course, if you don't know it yet, you're missing out.
I chose OpenMU mainly because it's in C#, and, of course, there are several other factors, such as the project's maturity, the architecture choices made over the years, etc. MU is a straightforward MMORPG with multiple channels, so there aren't many secrets or extreme optimizations involved.
Video:
As you can see, I've only focused on the export process for now; there are still some issues to be fixed, such as detecting shaders for objects with transparency, some missing textures (hence the pink color), and so on.
The project is a few weeks old, but most of the time has been spent exporting various objects (not necessarily from BMD to FBX with Blender) but rather from FBX to Unity and performing the necessary processing and conversions to prefabs, etc.
The export for maps still requires some adjustments, like the lightmap (it's easy to read in Unity, but I would like to try converting the lightmap to light probes with some simple logic to see what the result will be), maybe improving the grass on the maps, and other minor issues.
Another part where time was spent is the conversion of monsters/NPCs to be rendered, because in the main source code, it's a huge switch statement for handling them. I ended up converting all of that into a custom file; I don't want to leave it hardcoded, as I already have enough trauma from working with Ragnarok.
That's it for now. I hope to post progress gradually, and my next step now, just to have some fun, is to focus a bit on the UI and 3D HUDs to bring a bit more life to the project. I also want to finish the new server-side serialization, maybe add the ability to teleport between maps, and so on.
Well, for a while now, I've been having fun developing my own framework for Unity 3D because I was working on a Ragnarok project (in case you're curious, there's a video about it on the same channel). And of course, I've been following some MU projects over time, some of which started and then stopped, while others managed to launch and are still on the market today.
So this topic is just another showcase as well. I don't know how far I'll go, but I don't have big ambitions for SEASON 100000 (all features), etc. Currently, my plans are more about testing my framework and potentially reusing this 3D project in other plans. So, I would say that my current backlog would be 3 complete classes, the basics of an RPG/MMORPG (inv, char, guild, friend..), etc.
In case you're curious about the server being used, I'm currently using a customized version of OpenMU (I'm not and don't want to follow the actual MU structure, like serialization, movement system, etc.). And of course, if you don't know it yet, you're missing out.
I chose OpenMU mainly because it's in C#, and, of course, there are several other factors, such as the project's maturity, the architecture choices made over the years, etc. MU is a straightforward MMORPG with multiple channels, so there aren't many secrets or extreme optimizations involved.
Video:
As you can see, I've only focused on the export process for now; there are still some issues to be fixed, such as detecting shaders for objects with transparency, some missing textures (hence the pink color), and so on.
The project is a few weeks old, but most of the time has been spent exporting various objects (not necessarily from BMD to FBX with Blender) but rather from FBX to Unity and performing the necessary processing and conversions to prefabs, etc.
The export for maps still requires some adjustments, like the lightmap (it's easy to read in Unity, but I would like to try converting the lightmap to light probes with some simple logic to see what the result will be), maybe improving the grass on the maps, and other minor issues.
Another part where time was spent is the conversion of monsters/NPCs to be rendered, because in the main source code, it's a huge switch statement for handling them. I ended up converting all of that into a custom file; I don't want to leave it hardcoded, as I already have enough trauma from working with Ragnarok.
That's it for now. I hope to post progress gradually, and my next step now, just to have some fun, is to focus a bit on the UI and 3D HUDs to bring a bit more life to the project. I also want to finish the new server-side serialization, maybe add the ability to teleport between maps, and so on.

