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Archlord Remake Project

Discussion on Archlord Remake Project within the Archlord forum part of the MMORPGs category.

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Old 07/13/2025, 09:55   #61
 
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i really, really need an update
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Old 07/20/2025, 13:30   #62
 
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Deutsch:

Ich arbeite immer noch an dem Projekt und muss die 167 Terrains mit jeweils 300 bis 600 TextureMaterials in der Unreal Engine 5 manuell überarbeiten und die Lücken und Löcher beseitigen.
Das ergibt insgesamt etwa 50.000 TextureMaterials, die angepasst werden müssen.

An einem guten Tag (ca. 8 Stunden) schaffe ich ungefähr 300 Materials, meistens jedoch eher 200.
Das bedeutet im Schnitt:
50.000 Materials ÷ 200 pro Tag = ca. 250 Arbeitstage, also ein ganzes Jahr, wenn man jeden Werktag daran arbeitet – ohne Urlaub oder Ausfälle.

Ihr könnt euch also vorstellen, wie zeitintensiv dieser Teil des Projekts ist.

English:

I'm still working on the project and have to manually rework 167 terrains, each with 300 to 600 texture materials, in Unreal Engine 5, fixing gaps and holes.

That totals to around 50,000 texture materials that need to be adjusted.

On a good day (about 8 hours), I manage around 300 materials, but usually closer to 200.
This means, on average:
50,000 materials ÷ 200 per day = approx. 250 workdays, which is basically an entire year of full-time effort – without breaks or holidays.

So you can imagine how time-consuming this part of the project is.
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Old 07/26/2025, 14:13   #63
 
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It took me about 3 weeks to create this demo in godot.
In the process, I had to re-export all object/character models and animations dozens of times with minor/major modifications.
Effects (i.e. fortune gate, portal) alone took about 10 days and I had to do a deep dive into the game's source code to figure things out.
All of this is only for visuals, I haven't done anything gameplay related.

Even then, this only covers maybe 95% of object/character models, and I may need to modify and re-export everything dozens of times once again to gain full coverage.

Effects still require a ton of work to cover more object/character/item effects.

What I'm trying to say is that simply sinking time into manually fixing object/terrain materials is not the way to go. Even though I did most of the work through automation, it still took me 3 weeks to restore the game visually, maybe at 85% accuracy. I estimate that in order to get full coverage on visuals (full map, all object/character/item effects, weather effects, etc.), it'd take another 2 to 3 months of full-time work.

Adding gameplay and server work, I'd say at least 1 year of full-time work is required.
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Old 07/28/2025, 14:02   #64
 
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Quote:
Originally Posted by osiy1996 View Post


It took me about 3 weeks to create this demo in godot.
In the process, I had to re-export all object/character models and animations dozens of times with minor/major modifications.
Effects (i.e. fortune gate, portal) alone took about 10 days and I had to do a deep dive into the game's source code to figure things out.
All of this is only for visuals, I haven't done anything gameplay related.

Even then, this only covers maybe 95% of object/character models, and I may need to modify and re-export everything dozens of times once again to gain full coverage.

Effects still require a ton of work to cover more object/character/item effects.

What I'm trying to say is that simply sinking time into manually fixing object/terrain materials is not the way to go. Even though I did most of the work through automation, it still took me 3 weeks to restore the game visually, maybe at 85% accuracy. I estimate that in order to get full coverage on visuals (full map, all object/character/item effects, weather effects, etc.), it'd take another 2 to 3 months of full-time work.

Adding gameplay and server work, I'd say at least 1 year of full-time work is required.
Oance again , good job @

Last year tryed same thing , and i didnt succeded to extract terrain full,mostly of the time the terrain was full of holes ....animated characters worked fine(tryed just the knight , from extraction i had alot of animations but just 80% of them was fine) ... the most problematic thing was the skill animation ...didnt succeded to make it visual working for 3d unity... also its nice to see you succeded to do this all things via godot !
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Old 08/04/2025, 19:59   #65
 
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Quote:
Originally Posted by osiy1996 View Post


It took me about 3 weeks to create this demo in godot.
In the process, I had to re-export all object/character models and animations dozens of times with minor/major modifications.
Effects (i.e. fortune gate, portal) alone took about 10 days and I had to do a deep dive into the game's source code to figure things out.
All of this is only for visuals, I haven't done anything gameplay related.

Even then, this only covers maybe 95% of object/character models, and I may need to modify and re-export everything dozens of times once again to gain full coverage.

Effects still require a ton of work to cover more object/character/item effects.

What I'm trying to say is that simply sinking time into manually fixing object/terrain materials is not the way to go. Even though I did most of the work through automation, it still took me 3 weeks to restore the game visually, maybe at 85% accuracy. I estimate that in order to get full coverage on visuals (full map, all object/character/item effects, weather effects, etc.), it'd take another 2 to 3 months of full-time work.

Adding gameplay and server work, I'd say at least 1 year of full-time work is required.
(Deutsch)

Zuerst einmal: Du hast meinen vollen Respekt und Anerkennung für deine Arbeit! Deine umfangreiche Erfahrung in der Programmierung und dein Know-how aus dem Spieleclienten spiegeln sich in deinem Fortschritt klar wider. Besonders deine Demo in Godot ist wirklich beeindruckend – sie zeigt deutlich, wie viele Schritte du mir voraus bist.

Ich selbst kann leider keinen vollen Arbeitstag in das Projekt investieren. Beruf, Familie, Ehrenamt und der Sommerurlaub lassen aktuell nur sehr begrenzte Zeit zu. Deine Herangehensweise deckt sich allerdings weitgehend mit meinen eigenen Überlegungen. Gerade beim Import der vollständigen Chantra-Map in die Engine wurde mir bewusst, wie aufwendig und fehleranfällig dieser Schritt ist. Deshalb habe ich angefangen, manuelle Korrekturen vorzunehmen – einfach auch, um sichtbare Fortschritte zu haben.

Was du mit deinen automatisierten Abläufen erreichst, ist wirklich bemerkenswert. Wenn du es schaffst, daraus eine spielbare Version zu machen, bist du womöglich der Erste auf diesem Planeten, der das ernsthaft zu Ende gebracht hat! Optimierungen und Fehlerkorrekturen kann man später immer noch vornehmen.

Ein Punkt lässt mir jedoch keine Ruhe: Ich versuche bereits beim Importprozess, Ressourcen sauber zu halten und Fehler zu korrigieren, damit später nicht unnötig Material in der Engine liegt, das alles unübersichtlich macht.

Schade nur, dass ich dein GameClient-Repository nicht direkt nutzen kann – das hätte mir bei der Automatisierung sicher sehr geholfen.

---

(English)

First of all: You have my full respect and recognition for your work! Your extensive programming experience and prior knowledge from the game client are clearly reflected in your progress. Especially your Godot demo is impressive – it shows just how many steps ahead of me you are.

Unfortunately, I can't dedicate a full workday to the project. My job, family, volunteer work, and summer vacation all take up most of my time right now. That said, your approach largely aligns with my own thoughts. When I started importing the full Chantra map into the engine, I quickly realized how complex and error-prone the process is. That’s why I began making manual corrections – partly just to see visible progress.

What you’ve achieved with your automated processes is truly remarkable. If you manage to create a playable version from this, you might actually be the first person on the planet to see this through seriously to the end! There’s always time for optimization and bug fixing afterwards.

Still, one thing keeps bothering me: I try to clean up resources and fix issues already during the import process, to avoid clutter and confusion in the engine later on.

It’s a pity I can’t use your GameClient repo directly – it would have definitely helped me automate more of the work.
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Old 11/08/2025, 18:21   #66
 
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3 months update please
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Old 11/13/2025, 17:14   #67
 
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Quote:
Originally Posted by SkanOner666 View Post
3 months update please


Still working on Materials of the whole Terrain.
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Old 11/14/2025, 22:48   #68
 
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Quote:
Originally Posted by Havocker View Post


Still working on Materials of the whole Terrain.
Looks amazing.
Reach out to me if you need any help working with linear projection, interpolation for collision etc.

Or anything else in relation to software engineering for that matter
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Old 11/22/2025, 00:20   #69
 
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Thumbs up

Quote:
Originally Posted by Havocker View Post


Still working on Materials of the whole Terrain.
whatta f- hack its looking so good.
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Old 12/02/2025, 23:22   #70
 
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****, if this project succeeds, it'll be awesome. It would be cool to play on such an engine. My question is, can the current servers be updated to use such an engine, etc.? Or is that impossible?

ps. meaby i can somehow help u in this project
Unfortunately, I don't know much about programming but maybe there is something that can help
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