Outpost Universe Forums
Projects & Development => Projects => Other Projects => Topic started by: WarLordXbolt on November 29, 2015, 02:21:22 PM
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Hello, I'm a noob here but I was thinking of remastering the old Outpost 2 Divided Destiny. So far I got Unity 3D v5, Audacity, and the CD of Outpost 2. But I need a little help with modeling the buildings and vehicle.
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This should get you started with looking at all of the old models.
OP2 Graphics Viewer (http://forum.outpost2.net/index.php?topic=1593.msg82333;topicseen#new)
As far as new models I'm sure somebody should be able to guide you in the right direction, you'll probably have to wait for a programmer or somebody with that knowledge to show up, that would not be me.
But, I'll admit, a clean new version of this game would be sweet.
Good Luck
David R.V.
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WarlordXbolt,
You can find a community modified version of outpost 2 and individual downloads of all the in game videos here: http://outpost2.net/outpost2.php.
Current version is 1.3.5 which contains some important modifications to make multiplayer workable. If you haven't seen this version yet, you should consider checking it out and the change logs before modifying the original copy.
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So what exactly is your goal here? To update the existing game, or build a new game from the ground up?
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@Siromber: I'm going to guess build a new game from the group up. Unity 3D is a game engine, so that implies something new.
@WarLordXbolt: Hello. Welcome. Can I ask what sort of background you have? I assume you have a bit of programming background. Do you have any experience working with game resources? Have you built anything before? I get a sense you're probably a little new with the tools you want to use. In which case, the best way to learn is to start playing around with things.
It's a big project to remake a game like Outpost 2. I guess what people are wondering is, is this just wishful thinking. I say go ahead and think big, but you do need something small to focus on, especially at the start. Best of luck if you decide to go ahead with this.
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@Sirbomber: I plan to give Outpost 2 a crisp new look to it. Taking those 2D tiles and making them 3D. So basically give Outpost 2 A huge face lift. Also add that the player can create he's/her maps both for single player and multiply player. Plus adding that you can mod it with little too no crashes.
@Hooman: I have small experience with all these tools I have. Also this project will probably take me a very long time due to the fact that I'm in school.
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I know there are people who have already modeled some of the buildings/vehicles in 3D. Id ask them to see if you can use their assets as at least a starting point.
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@pbhead: Thank you! :-D
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@dave_erald: That OP2 Graphics doesn't work for me. It has an error.
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An update was recently posted to the OP2Graphics thread concerning mscomct2.ocx. What was the error message about?
I should also point out that Outpost 2 uses 2D graphics. I assume you're after 3D models. You won't find those from the original game, but Fenrisul did try generating a few models from scratch. There was an archive of his models floating around somewhere, but I don't remember where. Does anyone else have the link?
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@WarLordXbolt could you post the error? Should be simple enough to work it out, and then I can correct the post I made.
This might be it...
Fenrisul's Models (http://forum.outpost2.net/index.php/topic,5487.msg79669.html#msg79669|)
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Here is the error "Error loading OP2_ART.BMP".
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Ahhh. That file is right in the OP2 game folder. If you have the graphics viewer in a separate folder you will have to copy op2_art.bmp and the maps.vol file into the op2_graphics folder (maps.vol has the op2_art.prt file. I believe, I can check when I get home.) If that still doesn't work Im sure Mr. Hooman can shed some more light on this.
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Yes, you'll need both OP2_ART.BMP and op2art.prt from the game to run the graphics viewer. The .BMP file contains the raw bitmap data, and the .prt file contains the indexing information needed to properly access that data.
The .BMP file is just sitting in the Outpost 2 folder. The .prt file is packed inside maps.vol and needs to be extracted first. Normally I just put the Op2Graphics.exe file into the Outpost 2 folder, that way it can find the .BMP without needing to copy it. I also typically have the .prt file already extracted. There are a few ways to extract it, but I think the easiest way is just download Cynex's art viewer (http://www.outpost2.net/files/op2artview.rar) which includes the .prt file already in zip package.
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THANK YOU!!!!!!
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I found some stranger stuff in the outpost 2 tiles.
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There are some oddities in there. It's fun to find the resources that didn't quite make it into the finished game, or the easter eggs which you're not likely to find in the game.
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There was DNA and Santa. And I'm like really.
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I think the DNA is actually used in game, in the campaign, as a marker that must be uncovered by a scout. You can place such a marker in your own levels if desired. I think there were 3 different market symbols to choose from.
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Not sure how far you've gotten, but if these help you in anyway, even if it's how not to make models it's still help.
3D Modeling (http://forum.outpost2.net/index.php/topic,5754.0.html)
Achievement Unlocked-First Shameless Plug
Yay me!
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By any chance is there any other game modes for both single and multiplayer you all would like me t add in?
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It would be good to see more cooperative multiplayer opportunities. I think some sort of king of the hill scenario would be cool where you need to control a piece of territory. Combat focus, but not the destruction of your opponent's colony.
Having campaigns, tutorials, and colony games is probably the extent of single player needs as I see it.
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cooperative multiplayer
I like this. There needs to be more cooperative games. You win together, you lose together.
If anyone has tried the cooperative board game Pandemic, it's actually quite a bit of fun. When you win, you're all happy as you all won. When you lose, it's not so bad, because everyone else lost too. :p
My brother introduced me to that game saying he say a review done by Wil Wheaton (who played Wesley Crusher in Star Trek). A curious lead in.
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I think what you should do is make it a total conversion for openttd.
That engine is very powerful and widely known and available across many devices.
All you would have to do for tiles is take the 2d texture and apply it to a isometric model and take renders for the sprite sheets.
For the sprites of units and buildings just extract them.
Making an entire engine in unity is mostly a waste of time. Just make a mod for Openttd and you are half way there already.
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I'm not sure OpenTTD is an appropriate code base for this kind of game. Perhaps the terrain engine but everything else would need to be gutted.
And would it really make sense to try to push an Outpost 2 clone into an isometric projection?
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Any forward momentum on this?
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cooperative multiplayer
I like this. There needs to be more cooperative games. You win together, you lose together.
If anyone has tried the cooperative board game Pandemic, it's actually quite a bit of fun. When you win, you're all happy as you all won. When you lose, it's not so bad, because everyone else lost too. :p
My brother introduced me to that game saying he say a review done by Wil Wheaton (who played Wesley Crusher in Star Trek). A curious lead in.
I played Pandemic once, was very fun.
On to the topic, I'd be greatly interested in hearing more on the progress in this as well as offer up a few suggestions:
- Play through the game and note any errors that occur that you should watch for in your efforts (most common thing I notice is the selection box not being cleared from the screen properly)
- Read some of the negative reviews of the game to see if you can improve upon it. One thing that I've seen a few times was that the reviewer was very impressed with the graphics, but the combat felt slapped on at the end. Might require some rebuilding to integrate it better.
If you have any updates on your project, even if they are small, please share.
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I think it's safe to say this one died.
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Shame because im more or less an amateur C# programmer and like unity. Built some simple window form programs and currently building a simple RPG and would love to help with this project. would help with my logic and contribute something, that has a sentimental value to me, to the community. though if we borrow the source code from the opu2 now, that would help out a lot (yes i know, a fair amount of converting) and ive noticed David has been working on some wonderful models that could be implemented. i have plenty of time on my hands at the moment so ill like to help get the lynx rolling :P
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Its not fully dead yet. I've been trying to get it at least playable but I have no formal training in coding. All help is welcome.
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You don't need formal training in coding. I have no formal training -- I did what most of us do. I picked up a book and just started. I also downloaded and studied the code of others... in my case Quake and Quake 2 code.
I would recommend setting up a public repository on GitLab or GitHub (suggest GitLab) and providing access to your project source.
I would also recommend you start with simpler prototypes as you learn how to use Unity and learn programming practices. Focus on a particular concept and get it working right. Then move to the next. Eventually you can combine everything.
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Hey BobbyCC,
Welcome to the Outpost Universe forums!
WarLordXbolt,
For the most part, I self taught myself programming as well. Keep at it and things eventually slowly start to click! Although I'm still not great myself.
-Brett
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... get the lynx rolling
You, sir, have earned my respect. :P
I think leeor_net is right. Doing is better than learning. Also right about setting up a public repository. We need more thinks like GitLab and GitHub projects. Doesn't matter if the code is incomplete, garbage, or just throw away test ideas. You need somewhere to start, and it's easier to be motivated when you interact with other people on the project. That often means sharing incomplete ideas that aren't completely fleshed out, and possibly entirely wrong. It's also a great way to share code that does actually end up working, and to share with other people who want to continue the project, should you decide to stop.
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Whats the difference between GitLab and GitHub?
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GitLab and GitHub are just different companies. They both offer online Git repository hosting. GitHub is probably more popular and has been around for longer. GitLab is newer and offers more for free.