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  #16  
Old 01-13-2013, 03:44 PM
Tyen05
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Animations/models/textures all extracted.

http://bit.ly/X5VUln
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  #17  
Old 01-19-2013, 07:31 AM
Tyen05
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Example - animations in unity

http://bit.ly/VAqjuG
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  #18  
Old 01-19-2013, 07:35 AM
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Quote:
Originally Posted by Tyen05 View Post
Example - animations in unity

http://bit.ly/VAqjuG
That is so cool
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  #19  
Old 01-19-2013, 11:04 PM
Tyen05
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Just registered the domain, http://EQBrowser.com
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  #20  
Old 01-20-2013, 04:14 AM
bristle
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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.
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  #21  
Old 01-20-2013, 03:37 PM
Tyen05
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We have exporters.
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  #22  
Old 01-20-2013, 11:42 PM
bristle
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Quote:
Originally Posted by Tyen05 View Post
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.
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  #23  
Old 01-27-2013, 12:26 AM
bristle
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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.
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  #24  
Old 01-28-2013, 06:04 PM
Tyen05
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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.
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  #25  
Old 01-28-2013, 09:28 PM
bristle
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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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  #26  
Old 01-29-2013, 07:18 PM
bristle
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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.
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  #27  
Old 01-29-2013, 10:44 PM
bristle
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there is torque3D for 2.0.
https://www.garagegames.com/community/blogs/view/22074
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