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Old 11-22-2013, 12:36 AM   #1
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KOTOR online?

Hi all!

For a while now it's been possible to use GPU to render flash-based applications. Once this became possible, various platforms appeared on the market to take advantage of this. In particular, there is now a pretty robust flash-based framework that allows rendering of 3-D models directly into a browser. Very recently an extension of this platform allowed a light saber material to be properly rendered in real-time in a browser so for the first time it's possible to create an RPG browser-based/flash-based in the KOTOR universe, that is an online/browser game along with multiplayer capabilities, where 3-D models of Jedi and their respective light sabers are rendered in real-time in a browser and so onů

That's all I wanted to say, that is now possible to make such game. What's next? Any takers? Any interest to make it happen? Any interest to help out on such project? is anyone else already working on such project, either indie developers or big development houses, and I just don't know about it?

Thanks!
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Old 11-27-2013, 07:48 AM   #2
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for example, I'm talking about something like this



for a full screen version of this image click here

http://dhkgames.com/stuff/Starling_b...ample_full.jpg

this example is something quickly put together to show how such game can look like, especially to show how a light saber looks like when rendered in real-time in a browser.
This light saber material is the innovation I was talking about, and to the best of my knowledge this was not done before
and that's it, I hope the above can prove the concept of a KOTOR online potential
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Old 12-25-2013, 10:18 AM   #3
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hi all, I worked a little bit more on this proof of concept and here you can see an update



you can play with a very early alpha version here

KOTOR Online

use the SPACE bar key to turn the light saber on/off. Use the COMMA key for a light saber slashing. Use the BACKSLASH key to change the light saber color. Use the left and right keys to rotate the character while standing idle. Clicking the mouse anywhere on the path will make the character move. If you click outside the path nothing happens. The path algorithm needs some extra finesse, but for this proof of concept should be enough as is.

this proof of concept is heavily inspired by King's Road from rumble games, and Dragon age journeys from EA, and of course it's using KOTOR 3-D models, in particular a Jedi consular body and Jolee head, and they should take all the credit, my intention is to prove that such game is possible and that perhaps the Star Wars/KOTOR copyright owners are willing to support such project, so we can start using custom-made new visual content

on a side note, I've been having some health-related issues lately, in particular my eyes and my arms, so it's unlikely that this project would move forward without help and participation from other community members

anyways, please let me know what you think

Thanks!
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Old 12-25-2013, 11:08 AM   #4
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Woaahhh that is very cool!


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Old 12-25-2013, 12:12 PM   #5
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I'm very impressed! keep up the good work Jolee goin Darkside in Hobbiton


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Old 12-28-2013, 08:59 PM   #6
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Hi, thank you for the positive comments!

please allow me to clarify a bit about my health. I'm doing this not only for the sympathy, which I need given my condition, but also to point out that without help it's unlikely this project would complete.

Although my eyes problem is a new addition on top, I had problems with my arms for a long while now. I cannot use either of my arms, and I operate my computer through a microphone and voice recognition software. You can imagine how cumbersome programming or using 3-D software can be via a microphone

one of the main reasons I started this project is to keep my mind occupied, apparently I have a strong burning spirit, but my body doesn't seem to be able to keep up with the spirit, and it's breaking down piece by piece. An active mind always need something creative or constructive to do, otherwise it's like an engine in neutral with a floored acceleration, it's revving loudly but doesn't move the car forward.

So I had to do something to keep my mind occupied and away from the negative thoughts that are byproduct of chronic pain and being physically challenged

and that's all I want to say about this. No help, no game. :-)
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Old 12-28-2013, 10:20 PM   #7
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This looks very good! Nice work.

I'm not very skilled in programming outside of some scripting for KotOR (and I often end up banging my head on something over that), and my time's a bit limited, but if I can help in some way I'd love to.


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Old 12-29-2013, 02:28 AM   #8
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Quote:
Originally Posted by Fallen Guardian View Post
This looks very good! Nice work.

I'm not very skilled in programming outside of some scripting for KotOR (and I often end up banging my head on something over that), and my time's a bit limited, but if I can help in some way I'd love to.
hi, thanks for the offer! let me steer the conversation in a more technical direction and talk about what's behind this proof of concept.

But before anything else, I want to make sure that the following is clear: the visual components used in this proof of concept are not done by me, they are extracted/reverse engineered/ported from other games, and the copyright owners of these games deserve all the credit. The 2-D background is from Kings Road, and the Jedi with a light saber is from KOTOR. I had to use these resources as a temporary placeholder to make a point: that a game like KOTOR Online is doable.

now back to the technical conversation. This proof of concept uses Actionscript 3 as the backend programming language. currently this project is done in Flash Builder 4.6 from Adobe

It also uses Sea3D framework for the 3-D models. Sea 3-D framework is an extension of Away 3-D framework.

For the 2-D side of this concept I'm using the Starling framework. The background in this proof of concept is a 2-D layer made of a matrix of 16 images 4 x 4 grid, and the Starling framework is used for GPU rendering of these images.

Currently the 2 existing layers ( Starling 2-D and Sea3D) are sharing the same Flash Scene3D which is possible starting with flash player 11 and up.

As you can see, the 3-D layer is rendered on top of the 2-D layer, and this is how the Jedi 3-D moves on the path 2-D. I plan to add another 2-D Starling layer as the UI, where the talents, character customization, etc. will take place.

Sea3D framework is the one that allowed me to create the material for the 3-D model of the light saber to be rendered in a browser. The team behind this framework should get credit as well :-)

so I guess actionscript/Sea 3-D/away 3-D/Starling knowledge would be very helpful for anyone who wants to participate. Also artists who can create new custom visual 2-D or 3-D components are definitely welcome to join, this way we can stop using other people's copyrighted work

and, I guess a manager would also help to turn a group of people into an effective team :-). By manager I don't mean a power-hungry person who likes to push people around, but someone with decent interpersonal and organizational skills :-)

on my immediate to do list I plan to:
1. migrate all the animation sequences, about 230 of them, roughly 15,000 frames. The way I'm currently doing this it's a very manual slow process, but it has to be done. The source of these animation sequences is S_male02 model from obsidian KOTOR2, which includes navigation sequences and combat sequences for all the weapons except Saber staff

2. create some rudimentary UI, mainly for the powers bar in game, as icons I would most likely use SWTOR icons, I wrote the script to download them, I had no idea there are over 50,000 of them, it took about 15 hours to get them all, but now I have them, and I would probably try and identify the most interesting, beautiful and relevant ones and see if I can use them in my proof of concept. It is likely that I would use as inspiration a reversed engineered powers bar from Dragon age journeys, so I take this opportunity to give the team behind this game proactive credits
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Old 06-05-2014, 07:00 PM   #9
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it's been a while, but here is an update, it's an example for a main menu and an intro crawl.
The intro is rendered in the browser in real-time. At least in the tests in my lab. :-)

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Old 06-07-2014, 05:24 PM   #10
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Whoa. For real?


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Old 08-06-2014, 10:14 PM   #11
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Quote:
Originally Posted by Darth Avlectus View Post
Whoa. For real?
Yes , I guess this project is real enough. :-)

Anyways, due to stubbornness issues, I kept on working on this Sisyphus job, and I came up with an example for Character Creation screen



it's actually interactive, so if you go to http://dhkgames.com/games/ko/ you can start clicking on those icons and the model changes based on the race or the class buttons you press

of course, this is just an example, and if I may be so bold to refresh everyone's memory, my arms and eyes are not working very well, so I'm not really using them, except the eyes every once in a while. so for healthy and talented person my work may be just average, but in my case, the lack of access to traditional resources, like healthy hands/eyes may possibly be an above average achievement.

I wouldn't mind if my tale would become inspirational for some, I mean, how often you get someone with dysfunctional eyes and arms to work with 3 DS Max, Photoshop, Flash Builder, and so on. I mean, I can see at the best of my abilities maximum of 10 lines of code at the time on the screen, and I'm using 3 DS Max with voice recognition software only
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Old 09-05-2014, 07:21 PM   #12
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Another milestone report that I am particularly very, very proud of: a dialogue system.
For the way it looks I opted on the Mass Effect dialog wheel.
For the way it works, I opted in reverse engineering the one used in KOTOR1/2 games
by reverse engineering I mean that I'm using the GUI interface created by TK102 years ago for the original games, export the dialogue, convert it to XML, and I wrote my own XML parser.I'm using TK102 GUI interface because it's an awesome piece of software, and easy to use, and works perfect for my dialogues, as I don't have to edit XML in plaintext. The current dialogue example is actually a stripped version of an actual kotor2 dialogue, that I used as a placeholder for illustration purposes

one of the novelty that I'm proud of is actually opting for using voice over for the NPC replies. My design choice was to use online MP3 streaming directly from the online server, it may not work super perfect for everyone because it happens that my online server is hosted in Singapore, and of course it's faster on my local testing lab. also the XML for dialogue entries/replies and their associated strings are also located on the online server and downloaded and parsed in real-time, well, sort of. :-)

Regardless, I would very much appreciate if you guys give it a try, and see what I mean
http://dhkgames.com/games/ko

another thing that I implemented is parsing the conditions for the dialogue nodes. In the current example, if you press the comma key, it switches a condition ATTON_JOIN from false to true and vice a versa. If you click on Atton, by default, this condition is false, so the dialogue lines refer to the player as itself, i.e. "I'll be going now.".
But try this, after you exit the dialogue, press the comma key, the condition will turn to true, so now when initiated again the dialogue will show as "let's get moving.", Because now the dialogue parser sees the conditions and evaluates atton as being part of the party now.

still to do is how to handle enabling quests based on which dialogue node is selected

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Old 09-05-2014, 07:48 PM   #13
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This is neat stuff. And I like the opening crawl in your video. It made me chuckle a bit!


Interested in hosting a your KOTOR or TSL mod at FileFront? Send your mod HERE and we'll validate it as soon as we can! FileFront is a good way to get publicity for your mod as we get 1000's of visitors everyday. Is my LucasForum PM box full again? If you really need to reach me, PM me at YouTube under the username: Shem L -- Watch my KOTOR videos! Download my mods from FileFront!

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Old 09-05-2014, 10:09 PM   #14
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Best of luck with your project.




Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!
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Old 09-06-2014, 01:15 AM   #15
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This looks really cool!
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Old 09-06-2014, 03:58 AM   #16
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I've seen different fan projects from a variety of games in the past and unfortunately one thing a lot of them have in common is that they never seem to get finished and become playable. This on the other hand looks very well made and I can tell that no matter how long it takes to be complete it is still going to be worked on in the future. Can't wait to see what is added next and keep up the good work!


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Old 09-08-2014, 11:52 AM   #17
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Thank you all for the positive comments and feedback!. I still want to point out that making this a team project it would give it a better chance to succeed, because my current health condition allows me to move it forward at a snail speed. :-)

Below you can see an unedited example of how cumbersome is to me to perform trivial tasks in 3 DS Max, Photoshop, and adobe flash builder using voice recognition software, and in this example should be proof enough that I would be able to finish in the next 30 years or so, and then happily retire. :-)

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Old 09-25-2014, 05:48 PM   #18
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in the past few weeks I worked on a simple quick bar



for the way it looks, I borrowed the already existing images from SWTOR, and I did some cropping

for the way it works, originally I was planning to use Dragon Age Journeys libraries,which I reverse engineered last summer, but I ended up writing my own libraries, mainly because I use starling and touch, and Dragon Age Journeys uses old-fashioned mouse events, so I decided to reverse engineer the way it works from SWTOR using trial and error, so to speak. :-)
as of now, the way it works is very very similar to SWTOR in terms of talents drag-and-drop on the quick bar, the way quick bar slots behave when they have already existing icon or when our empty, etc.

But I still used some libraries from Dragon Age Journeys related to the way talents are assigned to the character based on class/race/origin. This is FYI, and the team behind this game deserves the credits

for the next milestone, I'm considering working on a skill tree, And for the way it looks I'm considering Something related to Dragon age 2, rather than Dragon age journeys or SWTOR Or KOTORů
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Old 09-26-2014, 10:34 AM   #19
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Very cool work!

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Old 09-26-2014, 07:00 PM   #20
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I don't know if Daz studio, XNA, Zbrush, or Blender can make stuff that will work in 3DSmax... There's a ton of little (and some big) things out there that just might work well if they do. I know Poser is kind of halfway between the freebies and 3DSmax and I hear big boy render artists talk about it all the time. And surely Gmax could understand much of the same. The question is compatability to conversion.

I like what you're doing though. If I wasn't such a big fail right now, I'd have a machine that could maybe do more and try to help in the 3D.


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Old 10-11-2014, 12:11 AM   #21
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Another update: I worked on Skill Tree/Abilities interface



for the way it looks, it ended up with a mixture in between SWTOR and Dragon Age: Inquisition
for the way it works, the current proof of concept is pretty limited in terms of content, uses several different branches( talent lines) per character base class( Jedi and Soldier),but all the branches of the same base class use the same icons in different order, which shouldn't be a problem, as the content can be easily expanded consolidating skills in branches along with their details, and for proof of concept should suffice the way it is

as of now, there is no button to click to open the Abilities window, but you can use K key as a shortcut to open the window. The window also can be dragged around and moved, also there is a close button.

There are the left and right arrows to switch between branches. Clicking on a skill will display information on the right panel, and double-clicking on a skill will unlock it, and if there is a slot available on the quick bar, it will populate with the unlocked skill (except for passive skills). As requirements to unlock a skill, at this point, while still in preproduction, the only current requirement is to unlock the skills in a branch in order, starting from the top, then going from left to right each level down. Of course, this is just a placeholder to prove a concept, can be refined later on production.you can play with it, at the beginning of the game you get 4 available points

in the current design, each skill has a colored frame, and the color shows the skill type: INSTANT/green, TOGGLED/red, PASSIVE/blue, TARGETED/yellow.

for the next milestone, I think I'll shift back to 3-D from 2-D, and maybe work a bit on bringing some weapons into the scene, and perhaps some basic combat interaction and animation


now, I would like this community to get involved and help expanding the content related to skills, skill names, skill details, talent lines, talent lines names, talent lines details, and so on

What is needed is a disciplined person and someone willing to take creative freedom if needed from Star Wars canon

1.for the disciplined side, at this point there are already 4 different classes, each with about 60 icons that need details, such as skill type, skill description, skill name, skill display name, skill upkeep, cooldown, range, range type, etc. and discipline, autonomy and attention to details should be very handy to complete such task

2.for the creative freedom side, someone to come up with creative talent lines names, and so on, should work fine

So don't be shy, and volunteer, and get involved, and hopefully that would also help me to give me a reason to stick around and keep trying to be zoon politikonů
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