Carow Posted June 15, 2023 Posted June 15, 2023 Hey folks. I've been porting a part of Lineage 2 to Unity as a personal project. I thought some folks here might be interested since the process didn't seem to be well documented anywhere. Please note that it's just a hobby project documented for educational reasons. I'm not planning on releasing anything. 12 1 9
Maxtor Posted June 15, 2023 Posted June 15, 2023 I really like. You should reconsidering sharing it with our team. 1
Carow Posted June 15, 2023 Author Posted June 15, 2023 (edited) 1 hour ago, Maxtor said: I really like. You should reconsidering sharing it with our team. I'm open to the idea. I thought it would be neat using Unity as a map editor, actually. Edited June 15, 2023 by Carow
Celestine Posted June 16, 2023 Posted June 16, 2023 Such amazing work I really like it good job mate!
911reg Posted June 16, 2023 Posted June 16, 2023 (edited) That's really nice! If you want, hit me up here, or on discord (911reg) and i might be able to give you a few tips on how to work with staticmeshes in a better way (you can basically turn the whole map into a single staticmesh if you want) As for the missing floors and stuff like that, it's because most floors (and some walls) are made with bsp brushes, for example, here's Talking Island without terrain/staticmeshes: And here's that big floating floor: Edited June 16, 2023 by 911reg 2
An4rchy Posted June 16, 2023 Posted June 16, 2023 This is amazing work, believe me when I say you can make a fortune if you manage to finish a working client re-made on unity.
Frank Posted June 17, 2023 Posted June 17, 2023 What an amazing job you've done there! Congratz! Maybe you should consider going harder on this, because the potential is huge. If you need help on anything hit me up!
xZEUSx Posted June 17, 2023 Posted June 17, 2023 (edited) . On 6/15/2023 at 1:57 PM, Carow said: . On 6/15/2023 at 1:57 PM, Carow said: Hey folks. I've been porting a part of Lineage 2 to Unity as a personal project. I thought some folks here might be interested since the process didn't seem to be well documented anywhere. Please note that it's just a hobby project documented for educational reasons. I'm not planning on releasing anything. I will be 1st in line to buy when available! You could sell smaller releases(areas like primeval island, hellbound, blazing swamp, fog, or towns, catas/necrops, characters, armors, weapons, skills) while finishing complete client. Would also like to see how mass pvp looks/performs with unity Edited June 17, 2023 by xZEUSx
Carow Posted June 18, 2023 Author Posted June 18, 2023 (edited) I did consider making this into a a server-compatible client. However, I lack a thorough understanding of L2 server architecture and networking. If anyone with such knowledge wants to talk, please let me know. Edited June 18, 2023 by Carow 1
911reg Posted June 20, 2023 Posted June 20, 2023 Looking at this again, I forgot to mention that the terrain problem in Elven Ruins is due to the Terrain Visibility tool (basically you can turn a portion of the terrain 'invisible', so you can make cave entrances and stuff like that). For example, here's Elven Ruins with and without StaticMeshes For more context, here's the documentation: https://docs.unrealengine.com/udk/Two/EditingTerrainMaps.html#Visibility 1 1
rlfem123 Posted June 23, 2023 Posted June 23, 2023 It looks impressive. We all really appreciate your work. Go further and good luck with your little side project (a little, what a joke :D)
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