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Bringing in the cast

The original characters, their textures and animations arrive in the new project.

Bringing in the cast

L2 starts from a working multiplayer shooter sample built on Unity 6 and Photon Fusion. The first real change was to put the original characters into it.

What went in

  • Every player model: Archer, Druid, Heretic, Paladin, Sorceress and Warrior, plus the Good King and Evil King, along with a low-poly stand-in.
  • Their textures and materials, around ninety of each.
  • Their animations: a shared base set plus a small per-character set for each class.
  • The look of the old worlds: skybox textures and cloud layers, torch flame frames and a handful of default materials and shaders.

Small scripts, old tricks

A few helper scripts came along to reproduce effects the original engine did for free:

  • Billboards that always face the camera, including candle flames that flicker in size.
  • A skybox that stays centred on the camera, so the sky never gets closer.
  • Texture animation and scrolling, for flowing water, lava and flickering fire.
  • Metadata from the original texture and world files (surface flags, ambient light and so on) kept on the imported objects, so later work can read it back.

Nothing is playable yet. That’s next.

This post is licensed under CC BY 4.0 by the author.