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 Post subject: Remake models and art
PostPosted: Wed Aug 22, 2007 4:34 pm 
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Hi guys does any one has any idea on how big would be the effor to remake all the models and art from the UO client so we can have a truly OS client where?

I´m considering helping in this and other things but I need to have an idea on how big would be this effort.


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 Post subject:
PostPosted: Wed Aug 22, 2007 10:59 pm 
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If you run Iris2 you can get into the debug mode from main menue.

There you can drive through granny models with keys "g" and "f".

If you press key "f1" you can view Art billboards with 3d Art. You can also drive through all Arts pressing this keys:

Code:
=== debug mode ===
a : show first model and anim

f : param1 -= 1 (one model back)
g : param1 += 1 (one model ffw)
j : param2 -= 1 (one anim back)
k : param2 += 1 (one anim ffw)

f1 : switch to Granny debug mode
f2 : param1 -= 64
f3 : param1 += 64
f4 : param1 -= 4096
f5 : param1 += 4096
f6 : open art-overview



More keys and options you can find in our readme in your Iris2 directory.

Why do i say this. You can take a look at all Art yourself. Its a huge deal. About ~9500 Art tiles, where we can limit this to ~2500.

Thats what i think.


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 Post subject:
PostPosted: Wed Aug 22, 2007 11:51 pm 
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Location: Munich, Bavaria, Germany
remaking all the character models with hundreds of clothing parts and each of them supporting all the character animations is just so much work that it unrealistic to achieve.
uo is far more complex than other rpgs, which makes the problem even worse.


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 Post subject:
PostPosted: Thu Aug 23, 2007 10:37 pm 
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Well I see we have an option where. Since ogre is the engine being used where I supose it would be easier to replace the characters models and animations with a complelty new model being skeleton based that could be a lot simpler for us to produce, and at the same time coulde co-exists with the old model, being enught to write something like a translation class ...


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 Post subject:
PostPosted: Fri Aug 24, 2007 7:19 am 
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Thats true and possible. But i think you don't know how many character models and animations Uo has. But of couse you can try to start with the main character models for example.

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 Post subject:
PostPosted: Fri Aug 24, 2007 5:41 pm 
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in fact our granny loader imports the old uo models internally to an ogre mesh with skeleton. but they cannot be exported, redistributed or modified for legal reasons


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 Post subject:
PostPosted: Mon Aug 27, 2007 1:48 pm 
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What about a automatic media creator ?

We could create a class that would create midia based on imports or determined paramters and some templates.

This could reduce greatly the need for using the UO midia.

Also it would be intersting to use another media model to store the midia.


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 Post subject:
PostPosted: Mon Aug 27, 2007 3:59 pm 
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i'm not a lawyer, and i certainly don't want to get in legal trouble for being involved in iris, so if we replace the uo media, it should be something created without using the original uo files, otherwise it would be a derivative work and that is usually illegal by the EULA (end user license agreement ) that comes with uo and affects the uo data.


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 Post subject:
PostPosted: Mon Aug 27, 2007 6:19 pm 
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Hi I think the first think for us to work these new art would be to create a Brownser/Import Tool, and to create a media repository. With this we can start thinking on the work needed to be made.


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 Post subject:
PostPosted: Tue Aug 28, 2007 5:59 pm 
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the thing is, we don't have artists capable to create that many models anyway, so i don't see much point in starting this.

if you are interested in a media repository for free content, there have been discussions about this recently in the free gamer forum :
http://freegamer.schattenkind.net


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 Post subject:
PostPosted: Thu Sep 27, 2007 3:20 pm 
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I think remaking UO is bit of a "no-brainer" at this point. Perhaps in the future. Better would be to spend that "creative energy" into doing something new instead. :)

Dont get me wrong, i think its a good idea.


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