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djbozkosz

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PostPosted: Mon Nov 14, 2016 6:31 pm    Post subject: Unity Reply with quote

Another "port" of "Mafia" into Unity:

Android APK

City + countryside + port + airport + motel + farm in one map.

Video:



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Last edited by djbozkosz on Sat Nov 26, 2016 11:46 am; edited 2 times in total
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Melhior

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PostPosted: Wed Nov 16, 2016 10:13 am    Post subject: Unity Reply with quote

The author is known?
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PostPosted: Wed Nov 16, 2016 5:52 pm    Post subject: Unity Reply with quote

Yeah, he just created this topic. Laughing


Fantastic stuff you're doing here. It's really cool to see Lost Heaven in a different game engine. Applause
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djbozkosz

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PostPosted: Wed Nov 16, 2016 7:50 pm    Post subject: Re: Unity Reply with quote

Me Wink

Melhior wrote:
The author is known?

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huckleberrypie

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PostPosted: Thu Nov 17, 2016 1:58 am    Post subject: Unity Reply with quote

Would love to give that port a try but unfortunately it crashes silently on my tablet. And that's despite it being more or less capable enough of playing the game - 1GB RAM, a Mediatek MT6382 quad-core, etc. I could give a logcat if you want to.
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PostPosted: Thu Nov 17, 2016 11:20 pm    Post subject: Unity Reply with quote

Nice! Applause

Is there a video somewhere showing this in action? I don't have any Android devices to test it myself.
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djbozkosz

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PostPosted: Fri Nov 18, 2016 7:34 pm    Post subject: Re: Unity Reply with quote

I don't have any Android device now too. I'm still running on Symbian Wink
Only on monday at work I can capture some gameplay.

ASM. wrote:
Nice! Applause

Is there a video somewhere showing this in action? I don't have any Android devices to test it myself.


I played it on Nexus 7 tablet (Android 6.0.?) with no crashes, draw distance about 250 m, low res shadow maps with one cascade at about 25 FPS.

huckleberrypie wrote:
Would love to give that port a try but unfortunately it crashes silently on my tablet. And that's despite it being more or less capable enough of playing the game - 1GB RAM, a Mediatek MT6382 quad-core, etc. I could give a logcat if you want to.

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PostPosted: Tue Nov 22, 2016 10:36 am    Post subject: Re: Unity Reply with quote

djbozkosz wrote:
I don't have any Android device now too. I'm still running on Symbian Wink
Only on monday at work I can capture some gameplay.

ASM. wrote:
Nice! Applause

Is there a video somewhere showing this in action? I don't have any Android devices to test it myself.


I played it on Nexus 7 tablet (Android 6.0.?) with no crashes, draw distance about 250 m, low res shadow maps with one cascade at about 25 FPS.

huckleberrypie wrote:
Would love to give that port a try but unfortunately it crashes silently on my tablet. And that's despite it being more or less capable enough of playing the game - 1GB RAM, a Mediatek MT6382 quad-core, etc. I could give a logcat if you want to.


Well considering the frame rate I very much doubt that the game would even run on my low-end device. Not unless if the renderer's lightweight and/or if shadows are baked as opposed to realtime.
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djbozkosz

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PostPosted: Sat Nov 26, 2016 11:47 am    Post subject: Unity Reply with quote

Edit: video added.
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PostPosted: Sun Nov 27, 2016 3:06 am    Post subject: Unity Reply with quote

Review on the Russian version of the port on Unity 3d for android

Mafia Android
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PostPosted: Sun Nov 27, 2016 7:00 am    Post subject: Re: Unity Reply with quote

Melhior wrote:
Review on the Russian version of the port on Unity 3d for android

Mafia Android


Not really useful for our English speaking members
and this site is primarily an English site and only
English is allowed unless other languages are
translated to English.
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PostPosted: Tue Nov 29, 2016 11:36 pm    Post subject: Re: Unity Reply with quote

djbozkosz wrote:
Edit: video added.

Thanks a lot. Smile

Did you convert the original assets or did you write some custom loaders for direct consumption of LS3D formats (if that is even possible in Unity)?

How do you handle scaling of cache.bin models? In mview/MWE I use the first scaling vector (the one that follows after the quaternion in 0x07D0 blocks). However that yields incorrect scaling for a small set of model instances like the brick walls at the docks (base250).

What are your plans with the project going forward if you don't mind me asking?
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djbozkosz

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PostPosted: Thu Dec 08, 2016 12:03 pm    Post subject: Re: Unity Reply with quote

I wrote several editor scripts (same as game scripts in C# but they are triggerable in editor widnow e.g. via top menu ~ plugins) for converting textures (needed for color key detection), models from 4ds into Mesh and scripts for converting objects in scene2.bin and cache.bin. Last two scripts makes Prefabs from Game Objects. I also wrote script for making shader variants and Materials. All resources are saved into Assets folder using AssetDatabase.

I forgot which one scale must be used then I used incorrectly both.
I also had some problems with quaternions because in 4ds and scenes are some axes inverted and order and direction of axes from rotation to quaterion (and vice versa) is different in Unity.

Now, I have no plans about further development and I don`t want to promise something Wink

ASM. wrote:
...

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