before I came to the conclusion to bring this project to life I was searching for already existing projects and got some results. I contacted these creative and motivated people to join their project, contributed to one of them but the conversations among each other became fewer and I retired.
In July 2017 I started to mess around with some Silkroad objects inside Unreal Engine 4. Through the help of a friend we managed to import the heightmaps into UE4. After we talked to each other about the workflow we decided to switch over to Unity 3d since my friend and coder is more familiar to C#. I put the effort to start with texturing all the terrains from Eastern China to Taklamakan, which took alot of work but also finally brought us were we are today. It was also a mess to write a decisive shader for the materials, some of them are alpha or originally animated.
In September 2017 I was streaming for the first time to let people be part of the progress within this project. I prefer to let people see the changes whenever they like to instead of just reading them weekly or else.
In November 2017 I opened a website for more details about the content and gameplay which is currently offline. I'm going to put it back online asap.
During the past fews months I actually never started to doubt on this project, it is more sad many fan projects cancelled their work after a certain time. But I also know it's hard to work on this.
Without being conceited I'm proud enough to see how the community and supporters grew with the project. The world map itself is also almost done. Afterwards we can finally head over to the technical stuff and put all the effort in it.
Silkroad Online in Unity
The following list represents the region and its current progress.
The following list represents the player system and back-end system.
3rd Person Controller System: Testing Network System: ? Database: ?
Software I'm using: Unity 2018.2.0b10, Autodesk Maya, Adobe Photoshop, Allegorithmic SP & SD, Notepad, Silkroad Files.
The Spotify/SoundCloud playlist can be asked in Twitch-chat.
For any concern feel free to join our Discord server or leave a comment/private message.
Not bad, but you should focus on the actual gameplay before investing so much time into the map IMO.
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How about the gameplay and so on?
Of course, I'm also spending time taking notes for the gameplay. Especially the character control like WASD, jump, swim. The environment also has to match to the gameplay. If you'll be able to fly around on mounts for example you need to take care the environment got solutions for the upper overview (look upon the map from top), navmesh and collision as well. But I can say the above mentioned character control system is firmly scheduled.
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Dang, someone spent some serious time there ^^
I spend a few days with my friend importing the original heightmap into Unreal Engine 4, we had to connect each part within Photoshop and export it back to raw to import it properly into UE4. Afterwards I started to add the ground plan of Jangan (walls + center) and did a bit of terrain painting. We already had done the heightmap part so we switched over to Unity, I started to take my time texturing the terrain within Jangan while my friend was coding shaders for the texture materials for the object files. He has done a pretty good job, did a lot of overwork and went further on for terrain connection which was necessary to combine larger areas.
Every section is in different project currenty. We will unite them as soon as each environment from Jangan to Taklamakan is completed.
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followed you since the start (on twitch) keep it up!
- Acyx on twitch
I know, you're one of the first people ever supporting/following this project
Thanks alot
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Design is very nice, but have you had a chance to upload the program 3D design?
What's your concern? I'm working around with Blender and 3ds Max, increasing vertices of the objects and replace textures in Substance Painter and Photoshop soon. Animation will also be done in Blender since I'm way more familiar to it than 3ds Max.
awesome images, they look so much better and i hope you create a server with these terrain and i will be look forward to playing but avoid 100% coin system with pay2play system
awesome images, they look so much better and i hope you create a server with these terrain and i will be look forward to playing but avoid 100% coin system with pay2play system
It's hard to work on this on my own but I'll continue this project. Beside I have to replace everything in there because of copyrights, otherwise Joymax or JC Planet is in the right to sue me. As long as I don't publish anything officially right now I'll be fine but the project keeps going, that's the plan.
From me appears to be photos from original game..., put a picture with engine itself. If it's true good work. I work in unity how you will hande network with database?
From me appears to be photos from original game..., put a picture with engine itself. If it's true good work. I work in unity how you will hande network with database?
Glad you almost don't notice the difference to the original
»UpRise« sucht für HC-Semi-Progress und Mythic-Progress 07/18/2014 - World of Warcraft - 0 Replies Aktualisiert am 18.07.2014
»UpRise« sucht für HC-Semi-Progress und WoD-Mythic-Progress
Halt! Du hast auf diesen Beitrag geklickt und nun, da du schon mal hier bist, nehme dir doch kurz die Zeit und lese was hier niedergeschrieben steht. Immerhin wissen wir doch alle, dass das Glück manchmal ganz unverhofft kommt.
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Im Mai 2014 wurde die Gilde »UpRise« von einigen Progressraidern gegründet. Das Ziel war von Anfang an klar gesteckt: Den aktuellen Content bestreiten! Und...