MechWarrior 2 on Unity

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VLunarFangV
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MechWarrior 2 on Unity

Post by VLunarFangV »

EDIT: I'm sorry if this is in the wrong spot. If so, please move it to a more appropriate location.

So some time ago, I had the inspiration to create a mech game on the Unity engine. As I was playing some GBL on the MechVM at the time, I thought about how MechVM exported the mechs into a folder. Long story short, I've converted a Timber Wolf into a .fbx format and can be seen here.

http://imgur.com/O3fHQZy
I don't know how to add on UV mapping. Sorry about that :(

I'm sure that if one aspect of the game can be exported into a more modern engine, how well can it apply to the rest?
I have had a thought about importing the animations, but I can't find them beyond some numbers in the VM's mech lab. Come to think of it, couldn't MechVM export a complete game when I was last here?
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Skyfaller
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Re: MechWarrior 2 on Unity

Post by Skyfaller »

MechVM does not export the complete animations. Anyone willing to do this would this would be best off recreating the animations.

MW2 did not assert that the leg animations were completely synchronized with the ground. This means that if a mech is moving forward, the feet could move at a different speed than the mech, leading to something similar to a "Moonwalk" effect.

Also, exporting the levels would be so difficult that it may well be easier to recreate them in higher resolution.

So much for my thoughts on Unity. I won't be able to do these things for a while.
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MensloWolf
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Re: MechWarrior 2 on Unity

Post by MensloWolf »

Skyfaller wrote: MW2 did not assert that the leg animations were completely synchronized with the ground. This means that if a mech is moving forward, the feet could move at a different speed than the mech, leading to something similar to a "Moonwalk" effect.
Actually in the MW2 Mercs engine, the programmers sped up the leg movement animations of the mechs so that the movement was better synced with the ground below.
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navbuoy
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Re: MechWarrior 2 on Unity

Post by navbuoy »

Oddly enough, I was taking an online course using Unity for 3D games...it's not that bad to use C #.
My main strength is animation...that is one aspect I wouldn't mind improving about the game.
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Re: MechWarrior 2 on Unity

Post by Corvuscorax »

Someone's used Unity to export the game files of Ultima Underworld (and related games) into the Unity engine and utilize features such as higher resolutions, mouse look, custom music and control options, GFX shaders, etc. It also improves load times and save capability too. The mod is called UnderworldExporter. It requires the original game files to work.

https://github.com/hankmorgan/UnderworldExporter
https://www.youtube.com/watch?v=4DZj3eWP9cw
https://www.dsogaming.com/news/ultima-u ... ouse-look/
https://ultimacodex.com/2018/03/underwo ... -released/

Surely something similar can be done with Mechwarrior 2, or any old game for that matter.
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Re: MechWarrior 2 on Unity

Post by CommanderHunter »

The problem is, the MW2 coding is so messy and confusing that it would be near impossible to reverse engineer it for Unity. SkyFaller probably went the farthest in terms of decoding the games and engines (although I’m sure he had plenty of help along the way), and of course it’s safe to say he’s done with MechVM, as he’s been gone for quite a while. If we could just get ahold of the source code...

Edit: actually, it’s been about 11 months since SkyFaller was last active.
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Re: MechWarrior 2 on Unity

Post by Skyfaller »

The source code of MechVM has been available on my webpage for the last ten years.
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Re: MechWarrior 2 on Unity

Post by -Myg »

Hey sky, when are you going to join us on discord?

I have had to officially state that MechVM is no longer supported by us because no one is updating it (from my recollection).

We have had the odd multiplayer game as well. Might be fun.
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