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Zenkai Knights

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what kind of modding system should i build

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Re: Zenkai Knights

Post by Endymion on Sun Apr 15, 2018 1:01 pm

That is for sure. Unity was created for creating games in the first place.

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Re: Zenkai Knights

Post by InfinitasImpetum on Mon Apr 16, 2018 12:21 pm

i am currently writing a obj tool to split meshes in obj file into separate files.  unity treats separate meshes in obj as 1 mesh together.


i am using windom style of animation for the game.  well, not entirely.  its modified to be improved.   1 thing is animation can be reused by mechs.  though its going to be fully possible to write a tool to convert windom animations into working with my game. by using windom system of animation it makes it easier to create mechs by swapping parts out.


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Re: Zenkai Knights

Post by Endymion on Mon Apr 16, 2018 2:17 pm

It makes sense. A lot of games using this method to make modding easier. Combined with the separate files for the parts of an unit it will help a lot in the later developments.

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Re: Zenkai Knights

Post by InfinitasImpetum on Fri Apr 20, 2018 10:27 pm

Modding might be little bit more restrictive compared to windom. this is cause i have plans for a mix and match system that will be able to work with the setup of the mech files. though the mix and matching will be able to be done externally though too. ingame would make things easier. this would also mean all mechs will be able to change colors just like in silver knights so custom color scheme will be a thing.

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Re: Zenkai Knights

Post by Endymion Yesterday at 7:17 am

So a kind of everything or nothing concept for modding. I guess that is still manageable for the programmers. I wish Windom XP had custom coloring, while I had no problems with the preconfigured sets sometimes I wanted to make them have something different just for reference lol. I can mod the colors but that is clientside only, non of my friends could see it if we play online unless I send my files.

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Re: Zenkai Knights

Post by InfinitasImpetum Yesterday at 10:31 am

No programming knowledge needed.  everything is built in.


not much has been done in programming it so far. i have though wrote 1 tool for unity to duplicate children to help build the base.


i am busy with other stuff plus unity 2018.1 is going to be released very soon.

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Re: Zenkai Knights

Post by Endymion Yesterday at 1:50 pm

Unity is sure frequently updating the engine.

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Re: Zenkai Knights

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