Re: Importing CB into Unity!. (PROJECT - ACTIVE) (NEW VIDEO)

#64
chris0matic wrote:Guys, the project is NOT dead. We are just staying quiet, mirocaine has been busy for the past months, but soon both of us are getting ready to start doing more work, plus I'm getting better at modeling. :D
Nice :)
lets work together :P
(i port my version to ouya and oculus)

Re: Importing CB into Unity!. (PROJECT - ACTIVE) (NEW VIDEO)

#65
Noa3 wrote:
chris0matic wrote:Guys, the project is NOT dead. We are just staying quiet, mirocaine has been busy for the past months, but soon both of us are getting ready to start doing more work, plus I'm getting better at modeling. :D
Nice :)
lets work together :P
(i port my version to ouya and oculus)
Im not working with you, you cant just force your way in, we got enough people.
Image

Re: Importing CB into Unity!. (PROJECT - ACTIVE) (NEW VIDEO)

#68
Just an update, I have managed to convert all npcs into .FBX along with working textures and normal mapping. All of the models have been tested in unity and they all look the same as the actual game, and some such as SCP-173 look even better in my opinion due to unity's 'superior' lighting. I have no idea on what state the animations are in, but I doubt they are working.
I am going to try converting all of the map models today. I tried a couple of rooms last night, and I don't think the textures are going to work.
I am also going I start scripting some simple game mechanics, such as blinking and sprint. This will be done in C#. If I have time, I will muck around with the animations, but if I have to do anything involving creating new animations, I'm afraid I probably won't do that as my animating skills are awful. Also, I may try to figure out the logic of a random room generator.

High hopes