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Zenkai Knights

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what kind of modding system should i build

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Total Votes : 3

Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jun 18, 2017 1:46 pm

i could add ability to add parts too and manipulate them on a base.

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Re: Zenkai Knights

Post by Endymion on Sun Jun 18, 2017 3:46 pm

And this works only with standard design? Humanoid style mechs I mean. It would be cool if there are mech with 4 hands, or with different legs and such.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jun 18, 2017 3:58 pm

humanoid base. i meant for parts just small parts to add detail. basically additional models.

i will test this concept in a test project see if it will be viable for zk.

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Re: Zenkai Knights

Post by Endymion on Mon Jun 19, 2017 7:13 am

Okay, I'm curious about how well it goes.

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Re: Zenkai Knights

Post by InfinitasImpetum on Mon Jun 19, 2017 8:30 am

the hard part is how i handle the model. i have to track every vertex in the model and tell how it can be manipulated. another option is using a box and all vertices within the box gets edited but this makes things difficult when vertices are like right up next to each other. unless it tracks only the initial vertices the box touches on start of the program.

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Re: Zenkai Knights

Post by Endymion on Tue Jun 20, 2017 7:27 am

I wasn't even able to attach the vertexes to the bones to make it work with UT2004, this is too high for me lol.

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Re: Zenkai Knights

Post by InfinitasImpetum on Wed Jun 21, 2017 8:36 am

the direction things are going i may rename this to Kustom Knights.  Zenkai knights i had very high vision for graphics wise. kustom knights will be focusing completely on making your own mech and battling in multiple environments with variable conditions. KK will not focus on graphics as much but gameplay.

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Re: Zenkai Knights

Post by Endymion on Thu Jun 22, 2017 7:11 am

For me the gameplay was always more important than the graphics. At least than the graphics quality, the fitting design is required for the gameplay.

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Re: Zenkai Knights

Post by InfinitasImpetum on Thu Jun 22, 2017 11:34 am

so the experiment is going to be dropped even though i am close to finish. i can tell that its not worth adding to Kustom Knights. an alternative is to use a model format that is open and can be loaded into any 3d model program. i am going use obj files. users then can just load the obj file into a 3d program and edit it.

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Re: Zenkai Knights

Post by Endymion on Thu Jun 22, 2017 5:55 pm

Yeah, that is the most simple way.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sat Jun 24, 2017 8:03 pm

new logo



i thought about it and feel that a closed format is better.  i will though release a kit to help build add-ons.  as for use of asset bundles, i have decided its best not to use them.  this way i can make the stuff work on multiple platforms.  asset bundles only work for the platform they are targeted for.

the closed format is also used to protect users created content from being stolen by others.

the closed format will contain:
-model & texture data
-build data


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Re: Zenkai Knights

Post by Endymion on Sun Jun 25, 2017 7:15 am

If people want to claim mods as their owns they can do it with the released files. But I understand your opinion.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sun Jun 25, 2017 8:58 am

another reason for the custom format is to reduce the number of files.


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Re: Zenkai Knights

Post by InfinitasImpetum on Thu Jun 29, 2017 8:26 am

did some studying of gundam breaker customization system. you can attach weapons onto parts.  i may have that instead of having built in weapons for pieces. also will have parts known as extras that can be added on for more detail.


i barely have any work done. doing more research and stuff which i tend to do excessively.

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Re: Zenkai Knights

Post by Endymion on Thu Jun 29, 2017 6:27 pm

Does it means the chassis will be the same and only the details change? But actually Freedom and Strike Freedom looks exactly like the Strike just have "wings" instead of backpack. If you think on a similar level of detail that should make the difference.

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Re: Zenkai Knights

Post by InfinitasImpetum on Fri Jun 30, 2017 1:53 pm

welp, hate to admit it. i need help with the models and possibly animations. i need someone to create them.

i know i have model and animations. but i hate them all even the ones you would consider good.

ms-98 remake i did i don't hate as much as my original work though. i might try doing another remake using a windom mech use that as a base modify it into something for the game.

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Re: Zenkai Knights

Post by Endymion on Sat Jul 01, 2017 7:23 am

Or use the Windom XP models as base and makes their part interchangeable. Wouldn't be as super as your idea but you will have a working core.

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Re: Zenkai Knights

Post by InfinitasImpetum on Sat Jul 01, 2017 9:57 am

windom xp models aren't setup for my system.  remodeling would be best for setup.  my code doesn't support material paint but uses texture paint and color swapping to reduce draw calls.  

less draw calls is good cause it improves performance.


thrusters placed where backpacks are should be backpacks designed to embed. reason is to make things look nicer.

backpacks which needed to be animated might be difficult. unless i use assetbundles.

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Re: Zenkai Knights

Post by Endymion on Sun Jul 02, 2017 7:43 am

I see. If there is nothing better or you need a last resort there are mech models for use on public Unity forums to download. Not really the best but good for test and you can also remodel those.

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Re: Zenkai Knights

Post by InfinitasImpetum on Wed Jul 05, 2017 2:39 pm

i maybe high. how interesting would it be for the earth in the air to be the battlefield for a this game. think those flight simulators but with mechs battling.

a new unity sdk came out that makes it possible.

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Re: Zenkai Knights

Post by Endymion on Wed Jul 05, 2017 7:33 pm

Kinda interesting concept. There are some story driven Gundams that plays primarly in the air, however all of those plays like a standard TPS game. Combining this with the arena fighting style would make an unique gameplay for sure.

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Re: Zenkai Knights

Post by InfinitasImpetum on Mon Jul 10, 2017 9:25 am

so i am trying to push myself to start but laziness is not helping.  i did get the stuff ready so i can import the models into blender and start to create the parts.


unity is removing support for windows xp in version 2017.3.

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Re: Zenkai Knights

Post by Endymion on Mon Jul 10, 2017 5:09 pm

Sad news, I loved WinXP, and still love even though I'm using Win7. I know Microsoft have to push the things and developers are always lazy including backward compatibility but at least they should make the current version work. Win10 feels like an earily access of a B-category game lol. XD

I look forward seeing the first screenshots of the models anyway.

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Re: Zenkai Knights

Post by InfinitasImpetum on Mon Jul 10, 2017 6:51 pm

windows 7 and above is my target for the game.  also targeting low end computers and having it work with intel graphics.

the game will support windows tablets too via a tablet mode in the game.


KD-04 millenium will be my start base. i still have the stuff from when i did it before but i am going to this with a clean slate. easier and can make improvements.

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Re: Zenkai Knights

Post by Endymion on Tue Jul 11, 2017 3:57 pm

That is nice. Not everyone spend money on building a strong gaming PC after all. The more platform it can reach the more famous it can be potentially. Anyway why don't you rename that mech to ZK-04? Zenkai Knights, it feels more awesome. Smile

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Re: Zenkai Knights

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