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Messages - Thorongil {sfx}

#1
OpenMOHAA Project / Re: Source control in UE4
February 02, 2016, 05:38:45 AM
I had an error "Cannot generate project files using VS2015" and another error about failing to compile dll's.

To resolve it I did following:

Under Control Panel > programs and features

Right click choose Change:



Click Modifty



Under Program languages > visual C++ install common tools

#2
OpenMOHAA Project / Re: MOH Title Suggestion
January 31, 2016, 08:07:59 AM
Men of Honour
#3
OpenMOHAA Project / Re: moh bsp->obj,cde
January 24, 2016, 09:32:55 AM
In UE4 when you import it as one object you can't rotate doors if I'm correct same for the bridge on crossroads, when a bomb is placed it needs to reveal the broken bridge after it exploded. But In unity you can import them as on object and can still select individual objects.

Also for the first test need to find the right workflow. Here is an example of usarmy parts (head, body & hands) worldmodel in tpose with an seperate animation. Can you check if this works out.
#4
"We just need to clarify something:
Konami owns the MGS copyright and therefore sooner or later
we will need their full permission.
We have therefore chosen to openly share this project from the beginning so that we can deal with any issues that may arise as they come.
We believe this is better than putting years of work into a project only
to get it shut down.
Please, respect this decision.
Thanks for your attention,
Airam."

Gotta be careful with using content even if you don't ask money for it! Best thing would be to use mohaa custom content made by the community like the textures. And obviously not use originals game name.
#5
Thanks  :P
#6
Submitting my designs:
Size: 850x114 px
It has Transparency.
Some quality loss due photobucket.







#7
MOHAA Series: General / Re: SFX Chat
January 13, 2016, 08:23:05 AM
Perhaps you need to undock it by clicking where the red marker is.
#8
MOHAA Series: General / Re: SFX Chat
January 13, 2016, 07:13:30 AM
You don't see the "chatrooms" button?
#9
* raknet built into unity is buggy
Dunno what raknet is, I know unity uses Unet but there are other free options:
https://www.photonengine.com
https://github.com/jbruening/PNet


* c++ dlls are only available with pro
Unity is c# & javascript dunno why you need to edit dlls for but ok I'm no coder..

* i doubt many people here know c# as well as c++
* physics that are built in are less superior
* render is less superior
* plugins are often paid
Doesn't that apply to UE4 also?

* must show a splash screen or buy pro
* not built aiming it as an FPS like UE
Hmm not sure what you mean but there are plenty of examples of FPS's that used unity:

  • Rust
  • Subnautica
  • Long Dark
  • The Forrest

* no dedicated servers possible
It has been done multiple times  example below (Rust does it also):
https://github.com/jbruening/PNet


* difficult to host a server
* no modding tools available
Here is an example of an SDK
(this video shows you how to setup and make your custom shirt to get into rust but instead in mohaa you would do custom maps.. )
Warning watch your volume this guy gets loud sometimes :p
https://youtu.be/ZbbA9DN2RFE?t=33


Advantaged of unity
* its easy
* easy language
* plugins are plenty
* supports many formats
* More tutorials and githubs projects you can learn from
* Less heavy on the CPU/GPU usage. (importing a map took in UE4 a day while in unity just 20 minutes)
* You don't need to make collides in unity
#10
If its not much of an issue for you then please do!
#11
I tried to change uquake3 but that failed (noobie coder)

To get the result from the screenshot I used mohradiant (filter out unecessary objects etc), save as .map open in quark save as a quake map. If quark complaints then need some manual "notepad" editing depending on the map..
Convert .map to fbx there are multiple ways I used like milkshape or deep exploration..

Yes models work too !
#12
Hey lots of us have different approaches but we all seem to want to bring back Mohaa. I spoke with Cobra and bulldozer in chat a little and decided I might be useful. :p

I've heard that there is an interest into Unreal Engine 4 around here. But I know/like Unity ( www.unity3d.com ) more.
I've included a picture of Southern France. I've converted the .map into different format so I could open it in 3ds max and so import it into unity as a FBX (with their respective textures).

Maps
It was a lengthy process but so is modifying an engine to read the .map/.bsp files. I'm not the best programmer so I failed to adapt following methodes to work with mohaa. This way would also allow to read the official mohaa folder and play maps from it..
https://github.com/mikezila/uQuake1
https://github.com/mikezila/uQuake3

Models and animations
It is also possible to convert mohaa models + uv coords with their animations into FBX.
Example gif of viewmodel hands working with their animation within unity:
https://dl.dropboxusercontent.com/u/31190204/thompson-viewmodel-reloading.gif
(The hands are reloading a thompson )
#13
MOHAA Series: General / Re: Next-Gen Moh Ideas Thread
January 12, 2016, 06:47:42 AM

  • Matchmaking system (no need to look through a game browser)

  • Gametype "Battle Royale"
    Similar to deathmatch/free for all except:
    Players are dropped from the air somewhere on top of the map. When landed have to find a weapon quickly
    Last person standing wins the game (extra note: when you die you are out of the game ready to go for your next game through the match making, spectating can be abused by team players).
  • Team Battle Royal
    Identical as above except you have an ally spawning near you..(When killed can spectate but only sees what his ally sees)
#14
With unity its easier to decompile the final project that said I wouldn't wanna go with that.

   

   One 'pro' I've read about UDK is you don't get compile erros like leakage.

   

   UDK or Cryengine can be options for you perhaps. The reason for me saying that is unless its something I'm only good with modifying existing working source code.

   

   Recently I found out about this wonderful 3DS max plugin which pretty much allows you to make all its game assets including maps and directly compile them into an final product... (ps source SDK)

   https://www.youtube.com/watch?v=9sV4_3Ybtbc&index=1&list=PLlBuIU3hqWizLgiQTxTJVcVrtpPhLsdhy">https://www.youtube.com/watch?v=9sV4_3Ybtbc&index=1&list=PLlBuIU3hqWizLgiQTxTJVcVrtpPhLsdhy

   

   

   I made an overview of the pricing, when picking an engine that cost monthly for example you'll want to ask for donations/money and through that you are using EA content for commercial use. So I don't think thats really an option.

   

   Now about the pricing(cheap to expensive):

   ioquake 0

   

   Cryengine   Free for non-commercial use or $10/month with no royalty required.

   

   Source sdk free for non commercial use + have to have steam & have the free team fortress 2)

   

   Unity  $1,500

   

   UE4 $19/month with a 5% royalty

   

   UDK Free untill you release: a $99 license fee and a royalty fee of 25% only after you've made at least $50,000 on your game.

   

   Perhaps a project with custom assets suitable for a kickstarter/Indiegogo funding behind it or a free to play with mohaa assets... (Note: you can't earn any money in any shape or form like ex.  ads on your site not even asking for donations)

Added 4 days later:

# Elgan :
   

   1. ioquake,

   2. UDK

   3. cryengine

   4. source

   5. unity??

   6..other?

   

   

   

   I checked Cryengine & UDK both don't allow you to import your maps and use convert them as working BSP geometry while the source does and I haven't done it myself but seen it done with unity too..

   

   That makes the conclusion for me to either use Unity or source...

   (quake = pretty much starting from scratch)
#15
Which engine do you suggest with all things considerend.

   

   What progress has been made on converting the viewmodels & worldmodels, anything?

   

   If that does not work I can always take the painful road animating it myself. There are some tricks that can help speed the process up.

   

   I checked for UDK 4.4 it is out but you need to pay a fee of 10 US dollars per month just to use it. It seem like they have hidden any previous releases of UDK.

   Found this thought: https://software.intel.com/en-us/articles/unreal-development-kit-download">https://software.intel.com/en-us/articles/unreal-development-kit-download