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Designing Part of a PS

Discussion on Designing Part of a PS within the CO2 Private Server forum part of the Conquer Online 2 category.

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Designing Part of a PS

Hey everyone! My brother and I are starting our own PS together. He's the programming side and I'm more of the designer side. I do realize that pretty much every thing has to go through him to do all the coding. What I was wondering though, is if there were any guides to things that other people were using to design garments, maps, etc. Basically, what kind of 2D animation should I be learning in order to make some good looking stuff for us to stick out as a PS?
Thanks!
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Old 02/17/2016, 03:19   #2
 
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Originally Posted by Boingo2013 View Post
Hey everyone! My brother and I are starting our own PS together. He's the programming side and I'm more of the designer side. I do realize that pretty much every thing has to go through him to do all the coding. What I was wondering though, is if there were any guides to things that other people were using to design garments, maps, etc. Basically, what kind of 2D animation should I be learning in order to make some good looking stuff for us to stick out as a PS?
Thanks!
There's nothing that complicated with conquer edits. There's fairly limited tools though.

EG: currently there is no tool that can successfully edit/create models that will be animated in any way (no custom armors/garments/mounts and no custom skills).

You can re-texture whats there (including alpha layer to cause unwanted parts to be invisible) but that's about it.

For weapons/helmets creating and importing models is trivial. I actually did a mini video last week about importing assets from the unity store. The same process would of course work for your own designs.

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Old 02/17/2016, 03:32   #3
 
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None. It's not really animation work... it's more about 3D modeling and 2D texturing. As far as a guide or what-not goes, I'm always adding to my development wiki. I'm currently documenting the map system... and I haven't really gone too far into texture or model modifications yet.
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Old 02/17/2016, 03:48   #4
 
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Yeah that's what I've been noticing. I'm just using Gimp at the moment to redo some of the classic designs (mostly just recolors, establishing a theme). I'm definitely going to check out this guide for Unity. I think that's exactly what I was looking for. Thanks.
EDIT: Where did you download those models?
EDIT 2: Also, what are you guys using to make your own garments? There are some I've never seen before. Like can i just open garment C3 files and make edits to them? Or do i need to start from scratch somewhere. Same goes for weapons etc. I'm looking through Apex right now, Pro, and was wondering how you added all of those files and specified them to fit on one single item?
EDIT 3: Last thing for now xD do either of you have a list of what all the C3 files are? Someone had one uploading to megaupload, but obviously, its gone now haha.
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Old 02/17/2016, 06:43   #5
 
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Well, it looks like I have a page for C3 files on my wiki. There's a link on that page to tools for modifying C3 files using a plugin for 3DS Max. The only problem (from what I remember) is that the plugin is in Chinese. I'm sure there's a way to correct that, but I just haven't looked into that kind of stuff yet.

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Old 02/17/2016, 16:15   #6
 
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As I said in my first post. There is no way to modify the mesh of an animated object. This means no custom garment/monster/armor/npc meshes with the current public plugin. You're limited to the meshes TQ has created.

For our custom garments we've just taken existing models and then edited textures on them to make them into something new. Keep in mind that you can use the alpha layer of the texture to make certain parts of the mesh invisible to 'cut it down' like we did with our cupid suit.


As for linking up all the files... Pretty sure if you look in the guides section there's a full guide to creating/adding a new weapon that should get you started. It's like 10 diff files all linking together so its not something I'd like to have to re-write :P
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Old 02/17/2016, 20:09   #7


 
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Doesn't the unity asset store license specifically forbid you from using assets acquired through their shop to be used outside of Unity? Not sure about this, but it's usually in the ToS for most engine asset shops.
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Old 02/17/2016, 20:23   #8
 
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Doesn't the unity asset store license specifically forbid you from using assets acquired through their shop to be used outside of Unity? Not sure about this, but it's usually in the ToS for most engine asset shops.
I'm pretty sure licenses, ToS, whatever are of no real concern to most private server owners.
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Old 02/17/2016, 20:33   #9
 
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Doesn't the unity asset store license specifically forbid you from using assets acquired through their shop to be used outside of Unity? Not sure about this, but it's usually in the ToS for most engine asset shops.
According to google, unity's TOS wording is vague but basically states you can use the assets you purchase in any video game, it does not restrict you to using it only in the unity engine.

As stated above, most pservers dont care much about copyright laws and TOS agreements but at the end of the day no one is going to come chasing you because you used assets you purchased in your own project. It's not an actual risk.

Quote from google

Quote:
To clarify in the most straightforward way:

You can use any asset from the store personally and commercially, you can edit this object by changing materials, editing the Geometry etc

You can NOT re-distribute the file, no matter how much you modify it you can use it but not share or re-sell it.

Most of those conditions are there to prevent illegal activity or cover the author/unity team in the case of lawsuits. As a genuine paying user there is no need to worry about any of it, in the event that you accidentally breach a condition (such as redistribute a bought material on one of your models) unity will likely contact you and ask you to remove that component rather than outright sue

I hope this helps
I am not redistributing their files (well.. I'm distributing a modified .c3 file but I'm NOT distributing their base assets)
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Old 02/17/2016, 22:32   #10


 
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I sometimes forget that this is a private server section and not a generic development forum.
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Old 02/18/2016, 00:05   #11
 
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I sometimes forget that this is a private server section and not a generic development forum.
Even still, from every google result I saw there's nothing wrong with using unity assets outside of unity. It's simply a marketplace to buy game assets/scripts/plugins from. What you do with them after is up to you.

The limitations I saw related to

A: Reverse engineering them for external use (EG: taking a plugin and pulling out its code to use in your own engine
B: Selling/giving away art assets you purchased for others to use (fine as long as its part of a game. The wording is a touch vague on that though as it uses the term embedded game asset)
C: Using for something other than a computer program (guessing they mean cant use them for film/tv?)
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