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-   -   Unity - 3D Game Engine (https://www.eqemulator.org/forums/showthread.php?t=35125)

pheroux 03-28-2012 10:39 AM

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

KingMort 03-28-2012 11:21 AM

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.

Derision 03-28-2012 01:48 PM

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.

Tyen05 05-07-2012 06:13 PM

We are stuck on importing animations into 3dmax.

Quote:

We are hung up on a problem assigning the animations to models in 3dmax.

This is an example of what I need connected to the models. Verant made a plugin that extracts the animations from models. So what I need to do, is re-combine these animations with the models.

You have any insight?

// This file was created by MAXCONVS SPH Exporter (Version 1.54) -- Wednesday, January 13, 1999 17:20:24
// HierSprite statistics for "C05C05_OGF_HS_DEF":
// Number of DAG nodes: 22
// Number of faces: 454
// Number of vertices: 336
// Bounding radius: 8.0486922e+000

TRACKDEFINITION
TAG "C05OGF_TRACKDEF"
NUMFRAMES 1
FRAMETRANSFORM 1.0000000e+000 0 512 0 0.0000000e+000 0.0000000e+000 0.0000000e+000
ENDTRACKDEFINITION

TRACKINSTANCE
TAG "C05OGF_TRACK"
DEFINITION "C05OGF_TRACKDEF"
INTERPOLATE
SLEEP 0
ENDTRACKINSTANCE

TRACKDEFINITION
TAG "C05OGFPE_TRACKDEF"
NUMFRAMES 10
FRAMETRANSFORM 9.9999994e-001 486 14 508 -1.0346926e-001 -1.4447451e-001 -9.3579638e-001
FRAMETRANSFORM 1.0000000e+000 474 11 507 -1.5539770e-001 -1.4447449e-001 -8.9163280e-001
FRAMETRANSFORM 1.0000001e+000 463 8 507 -2.1471795e-001 -1.4447446e-001 -8.4466320e-001
FRAMETRANSFORM 1.0000000e+000 455 5 506 -2.6125491e-001 -1.4447446e-001 -8.1525308e-001
FRAMETRANSFORM 9.9999994e-001 452 2 504 -2.7483323e-001 -1.4447445e-001 -8.2376754e-001
FRAMETRANSFORM 1.0000000e+000 462 512 503 -2.4755731e-001 -1.4447443e-001 -8.8912624e-001
FRAMETRANSFORM 1.0000000e+000 481 509 503 -2.0077303e-001 -1.4447445e-001 -9.7883284e-001
FRAMETRANSFORM 1.0000000e+000 496 510 503 -1.5816723e-001 -1.4447445e-001 -1.0361282e+000
FRAMETRANSFORM 1.0000000e+000 500 3 504 -1.2463624e-001 -1.4447445e-001 -1.0268812e+000
FRAMETRANSFORM 1.0000000e+000 498 11 506 -9.5283799e-002 -1.4447449e-001 -9.8522341e-001
ENDTRACKDEFINITION

diriel 05-22-2012 12:58 AM

Hey Tyen05,

Perhaps you could get with PixelEngineer on the client he is working on?

Ensane 08-14-2012 08:38 PM

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.

Tyen05 08-18-2012 10:09 PM

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

Tyen05 08-19-2012 01:51 AM

http://www.fohguild.org/forums/attac...r-build2.0.png

Tyen05 08-19-2012 04:09 AM

http://www.fohguild.org/forums/attac...ons-tunnel.png

Tyen05 09-10-2012 06:42 PM

http://www.fohguild.org/forums/attac...adnimation.png

Tyen05 09-12-2012 06:56 PM

Found what I was looking for, as shown above ^

http://www.eqemulator.org/forums/showthread.php?t=31326

Vampire1212 09-19-2012 09:31 AM

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.

PixelEngineer 09-19-2012 11:45 PM

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

Tyen05 10-27-2012 04:17 PM

Here is a bear, FBX format w/ animations. Try it out if you have Maya & Unity.

http://www.fohguild.org/forums/game-...ml#post2563027

EvoZak 10-29-2012 10:36 PM

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.

Tyen05 01-13-2013 03:44 PM

Animations/models/textures all extracted.

http://bit.ly/X5VUln

Tyen05 01-19-2013 07:31 AM

Example - animations in unity

http://bit.ly/VAqjuG

Akkadius 01-19-2013 07:35 AM

Quote:

Originally Posted by Tyen05 (Post 216588)
Example - animations in unity

http://bit.ly/VAqjuG

That is so cool

Tyen05 01-19-2013 11:04 PM

Just registered the domain, http://EQBrowser.com

bristle 01-20-2013 04:14 AM

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.

Tyen05 01-20-2013 03:37 PM

We have exporters.

bristle 01-20-2013 11:42 PM

Quote:

Originally Posted by Tyen05 (Post 216657)
We have exporters.

i may get unity and see some EQ models. then i may converted them to collada but i have to have a static right now because only avatars are allow to move in second life.

bristle 01-27-2013 12:26 AM

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.

Tyen05 01-28-2013 06:04 PM

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.

bristle 01-28-2013 09:28 PM

well an OpenZone 2 would be nice. unity has c#, javascript, and boo. i am sure someone has put together some form gui too.

bristle 01-29-2013 07:18 PM

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.

bristle 01-29-2013 10:44 PM

there is torque3D for 2.0.
https://www.garagegames.com/community/blogs/view/22074


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