Unity - 3D Game Engine
Hi,
Has anyone ever tried to use the Everquest 3D assests and import them into the Unity 3D game Engine to create a more up to date client? This would open doors to add new features into the client as well. Going a step further, maybe the 3D assests could be improved to add more polygones? I believe this is what EQ2 should have been, EQ1 redux, just with better graphics. Thoughts? Phil |
I would love to do something like this and break away from the EQ client.. Been looking for alternatives for years actually but I just don't have the time or resources to get it done.
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This guy was looking into it:
http://eqemulator.org/forums/showthread.php?p=202969 There is a link in the first post to thread over on the FoH forums, but there haven't been any updates for a few months, so maybe he gave up on the idea. |
We are stuck on importing animations into 3dmax.
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Hey Tyen05,
Perhaps you could get with PixelEngineer on the client he is working on? |
Im a unity programmer with over 2 years of experience with the engine as well as I was a hardcore rallos/sullon zek player back in the day! I would be interesting in helping with this... my skype is Bruinp8n if anyone already working on this wants to contact me.
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Packaged up everything. You can find it at the link below.
http://www.fohguild.org/forums/game-...ml#post2488627 http://www.fohguild.org/forums/attac...-eqbrowser.png |
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Found what I was looking for, as shown above ^
http://www.eqemulator.org/forums/showthread.php?t=31326 |
I've been trying to do this myself in Unreal Engine starting with Freeport And Qeynos.
I have the issue that when I import into Uneal it crashes, but Unity just loads it as a giant model. |
EverQuest uses binary space partition for its zones. It divides up the geometry into regions as does the Quake engine. What you are left with is geometry with far more polygons than when it was viewed in the editor. The EQ engine ran on old hardware and handled these extra polygons with small regions, a PVS pretty small clip planes. When you are looking at the zone BSP, you are looking at it post division. By importing it into Unity and Unreal, you are using models that are far more complex than they need to be. Simple faces are often subdivided into dozens of polygons. This makes it a really bad candidate for BSP based engines as they will often subdivide the level again when they are compiled.
I played around with importing the maps into the Unreal engine and got it working fine but you end up with something that is not as optimized as it could be. Sure, newer engines and machines can take the brunt and still manage reasonable frames but the joy of writing your own engine for me is that I can run Greater Faydark at 2500+ frames per second without any of the unnecessary overhead. Couple all of this with the fact that when you extract/modify/distribute any of the files within the S3D archives, you are playing a very dangerous game. Sony hasn't been shy about having their legal team deal with copyright infringement. EQEmulator doesn't distribute any copyrighted files and I think we can credit it as part of the reason they have remained relatively undisturbed. A few posts above this is a link to extracted copyrighted files. I realize it's on another forum but again, that really is a game you don't want to play. And yes, I have been down that road. In answer to your question, if after all this, you still insist on importing assets into an engine, make sure you are using a format that is supported. There are plenty of guides about importing static meshes that have been made in any of the big professional modeling programs and there are a few posts on extracting the zone geometry. Cheers |
Here is a bear, FBX format w/ animations. Try it out if you have Maya & Unity.
http://www.fohguild.org/forums/game-...ml#post2563027 |
PixelEngineer: any experience with copyright expiration on these kinds of things? I know with prose copyright law seems to change frequently... I think now it's around 40 or maybe 75 years after an author's death the copyright expires.
I could look it up but I'm feeling lazy and you've been down that road. |
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Just registered the domain, http://EQBrowser.com
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well i tried to tell some people at opensimulator (second life emulator) that there was a need for the client too. the client is open source but everyone stays about the same for 3rd party clients.
naturally, we looked at unity, unreal, and even panda3d. appear its not that difficult to do, but everyone stops after they got so far. in WoW there is a modelviewer that has been around for a long time. it deals with the characters and npcs in .obj, collada, or fbx. unfortunately blender does not support importing fbx but it has a module where you can import from zbrush. zbrush only take the objects in .obj. so you have to use zbrush/blender. i have used objects from wowmodels in opensim and second life for demo. for eq i have not found anything until now. you can load the fbx files in autodesk 2012 fbx and convert them in collada. then you can used blender for your work and export in fbx. |
We have exporters.
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first, thank you Tyen05 for the fbx. i have enough to work with.
i decided to use unity because it will give things that i need and then convert them in sl client. for EQEmu i think you can use unity itself without streaming. then hook into the server. in my case, the sl client already hooked into the opensim server and second life servers. so when i get done with unity, i have to integrate with c++ into the client. |
I'll have a download for all the zone objects/trees/etc at some point.
If you are already playing with implementing the Emu code into unity, that would be awesome. |
well an OpenZone 2 would be nice. unity has c#, javascript, and boo. i am sure someone has put together some form gui too.
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i want to develop a 3D game client framework. but i am also interest in unity, orge3D. and even torque3D.
unity has fbx already in and you can program in c#. there are some things missing in the free edition, such as navmesh and c++ addons. you can get more information at http://unity3d.com/ ogre is already open source and written in c++ but it doesnt support fbx. you would have to write that yourself. there is at autodesk fbx sdk. there is also a c# wrapper at nexoaxis (or something like that). http://ogre3d.org/ Torque3D is interesting. i did some compile and little work with that long ago. but now 1.2 is open source. http://www.garagegames.com/community/blogs/view/22106 http://www.garagegames.com/ other clients are too specific for their own games or too social (like second life client). for modern games you need: - collada or fbx (or both) - physics - navmeshes - textures, materials, shading, etc - a game (EQEmu is a good source) for me, is a little hard because i want to keep the streaming in but rip out a lot of stuff that doesnt contribute to the framework. i also want a c# with c++. finally, have 32 people limit with something like hygrid taking you from place to place. since that is still being worked on, i will have to wait. my problem with sl client is a bit different, but with a good game engine, EQEmu could be possible. i just dont know what EQ live doesnt for its huge objects like freeport. |
there is torque3D for 2.0.
https://www.garagegames.com/community/blogs/view/22074 |
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