Recreating Shenmue on NEW engine?

(Modding and other series related projects)

Re: Recreating Shenmue on NEW engine?

Postby south carmain » Thu Mar 22, 2012 1:02 pm

lan di model rigged (the rigged file is the .fbx one)
http://www.mediafire.com/?e551sww5k172c2w
ryo model rigged
http://www.mediafire.com/?2g8x1j4kc1z1261

they are not animated but I think unity has a basic animation function

could you upload the golden qr wude?

I want to practice animating and it would be a perfect setting
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Re: Recreating Shenmue on NEW engine?

Postby wude » Sat Mar 31, 2012 6:53 pm

thanks dude :)
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Re: Recreating Shenmue on NEW engine?

Postby south carmain » Sun Apr 01, 2012 1:31 am

no problem, thanks for the golden qr, let me know if you need anything else ;)
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Re: Recreating Shenmue on NEW engine?

Postby kakuzawa » Sun Apr 01, 2012 10:53 am

south carmain wrote:lan di model rigged (the rigged file is the .fbx one)(...)
ryo model rigged(...)
they are not animated but I think unity has a basic animation function(...)
I want to practice animating and it would be a perfect setting


I tested Ryo model and is it really rigged? While I was playing with bones I didn't notice any movement of vertices. So I take a closer look and there is no "Skinned mesh renderer" therefore bones are not working. Probably you didn't export bones then. So I played with Lan Di and another surprise... have you weight painted vertices? It looks model needs it badly. And bones naming is not exactly intuitive ;)
And one advice - I wouldn't recommend Unity to create(Unity is great but to test out animations) animations more complex than rotation, position change, especially animating bones as it is pain-in-the... use Cinema/Blender/3ds Max, anything will be better for this purpose.

Tell me wude what is the status of the work (as I recall from earlier posts you were learning locomotion system, what else is going on)?
Modding works stop for indefinite time
YT channel:with some Shenmue 2 Xbox modifications videos
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Re: Recreating Shenmue on NEW engine?

Postby wude » Sun Apr 01, 2012 12:11 pm

kakuzawa wrote:Tell me wude what is the status of the work (as I recall from earlier posts you were learning locomotion system, what else is going on)?


Nothing really, i was waiting for a better version of yazgoo's extractor but i don't think he'll finish it, so now we will try to make some basic animations including QTEs if it's possible :|
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Re: Recreating Shenmue on NEW engine?

Postby kakuzawa » Wed Apr 04, 2012 12:36 pm

wude wrote:
kakuzawa wrote:Tell me wude what is the status of the work (as I recall from earlier posts you were learning locomotion system, what else is going on)?


Nothing really, i was waiting for a better version of yazgoo's extractor but i don't think he'll finish it, so now we will try to make some basic animations including QTEs if it's possible :|

:( I think you should take approach of not using old assets from game (maybe except main characters models) because it seems pointless to use everything from old Shenmue games and putting it only in Unity. Even with the approach you proposed this project is too big only for you to handle.
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Re: Recreating Shenmue on NEW engine?

Postby wude » Wed Apr 04, 2012 1:12 pm

Yeah, you're right :| i wanted to "recreate" shenmue, but that's just impossible ](*,)
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Re: Recreating Shenmue on NEW engine?

Postby south carmain » Wed Apr 04, 2012 1:39 pm

perfectly recreating shenmue would be a great task yes but recreating a similar experience using unity shouldn't be too hard using a small team, we can extract npc's from shenmue 2 and assign them textures from shenmue one (the models are pretty much the same, with a small team of moddelers we can easily recreate dobuita as most of the models in shenmue are just basic shapes like cubes and cylinders with textures assigned to them, it wouldn't take more than a few weeks, as for the npc's they just require a few basic animations and a basic AI that tells them to avoid bumping into walls and other npc's

the most complicated thing to do here imo is creating a fighting system that is playable, it will require a lot of complex animations and coding for it to work well

of course all this is possible, the only problem is getting a motivated team together who will stick to the project and are prepared to invest a considerable amount of time in it, something not easy to find
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Re: Recreating Shenmue on NEW engine?

Postby shenhaZ » Mon Apr 09, 2012 6:50 pm

wude wrote:a former member(dinojan) modeled yamanose and sakuragaoka in softimage, would be nice if we had a xsi user to complete his work.


yeah, i saw his work, pretty cool huh
I can help with modeling, uv mapping (max), texturing, but I don't know from where to start
we need to cooperate better
and I'm also just like an indian coder, don't know english very well :D
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Re: Recreating Shenmue on NEW engine?

Postby wude » Tue Apr 10, 2012 4:45 pm

The max version of the models are huge and takes a lot of memory, working with softimage would be easier, but i'm really glad to see more people getting involved, i'll check the files and see if the links aren't dead ;)
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