Project MM6U - Porting Might and Magic VI to the Unity3D Engine

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
Macintrash
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Project MM6U - Porting Might and Magic VI to the Unity3D Engine

Unread postby Macintrash » 31 May 2016, 21:10

Image
A great screenshot from an early build. Click on it to watch MM6U 001 on YouTube!

Intro
Hello, fellow Might and Magic VI fans of Celestial Heavens. You may not know me, but I know you. I've been visiting CH on and off since about 2010. It doesn't matter who I am, though. What matters is what I have made!

About
I ripped, converted, edited, and reconstructed assets from Might and Magic VI, and began completely reconstructing Might and Magic VI in Unity3D 5. As of the time of this post, I have completely rebuilt the intro video system, the main menu, the New screen, and (almost) New Sorpigal. I had to tweak Unity to its limits to get the lighting, textures, shaders, and everything else just right, but I believe I have achieved the look that Might and Magic VI originally had - primitive, a bit jaggy, but very sharp, colorful, gritty, and beautiful.

Log
  • May 20, 2016 - Got main menu and converted MP4s to play.
  • May 21, 2016 - Built functional main menu buttons that glow.
  • May 30, 2016 - Imported New Sorpigal map and a few primitive trees.
  • May 31, 2016 - Cinematic camera and a few idle goblins/peasants have been added.
Current version: 1.5

To Do
  • Ground-level character controller
  • Trees and foliage finalization
  • Day-night cycle with sun angles true to the original game
  • Rain/thunder with lighting and skybox changes
  • Better skybox shape
  • Working minimap
  • Working character creator
  • Functional non-dummy game GUI
  • Functional GUI with working popup windows (quests, etc)
Credits
  • Texture/audio ripping - MM6View by St0rmCat
  • Texture editing and conversion - Paint.NET
  • Video converting - RAD Video Tools (SMK -> AVI), Handbrake (AVI -> MP4)
  • Map and model ripping - MMEditor by GrayFace
  • Misc model tools - Blender
  • Further conversions, adaptations, and customizations - Unity3D, MonoDevelop
Question & Answer Videos Join
Keep an eye out, I'm planning on packaging and releasing the project files in the near future. It's a big mess right now!

Try It
Take a look at what I have created below. The current build only has Esc as an option to skip cutscenes, and you need to click "Quick Start" to get to New Sorpigal. As of now, there's no working character movement or active GUI (it's all one screenshot), but the cinematic camera does a great job of showing off New Sorpigal in all its Unity 5 glory. Take a look!

View the current Unity Web Player build here.
Beware, Dropbox takes a long time to upload after building the ~100MB build. If it doesn't load correctly, try again half an hour later.
Last edited by Macintrash on 01 Jun 2016, 19:32, edited 6 times in total.

sherwin_p
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Re: Project MM6U - Porting Might and Magic VI to the Unity3D Engine

Unread postby sherwin_p » 31 May 2016, 23:19

Hmm, interesting, will keep an eye on this!

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Baronus
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Re: Project MM6U - Porting Might and Magic VI to the Unity3D Engine

Unread postby Baronus » 01 Jun 2016, 09:49

:-):-):-) I wish only succeses. All good projects should be support.
It is working on 32 bit systems? On winxp Grayface patches?
And Gimp is good to this work too...

Macintrash
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Re: Project MM6U - Porting Might and Magic VI to the Unity3D Engine

Unread postby Macintrash » 01 Jun 2016, 17:06

Baronus wrote:It is working on 32 bit systems?
It should work on 32 bit, Unity lets you export x86 and x86_64 in the build settings menu. I am doing 64-bit currently, but the web player version should be 32 bit.
Baronus wrote:On winxp Grayface patches?
As long as Windows XP supports Unity Web Player, it should work. As for the Windows executable (.exe) version of MM6U I'm not sure if Windows XP still supports current Unity builds or not. GrayFace patches are for MM6 only, the Unity remake would be coded from scratch so it wouldn't need any sort of patches like that.
Baronus wrote:And Gimp is good to this work too...
GIMP is good, too. I just use Paint.NET because it opens and closes instantly and is very quick and easy.


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