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BEFORE I SHARE THIS INFORMATION: Please be aware that when you decide to do this, you are working with copyrighted stuff (I'm talking about the Munch's Oddysee assets), so NEVER use it for profit (you will get sued), and accept the fact that if any of the copyright holders decide they don't like what you're doing, and tell you to stop it, you WILL STOP, and all your hard work will have been for nothing. Have fun!
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The file versions I use for the conversion of the original Munch's Oddysee models are: .Nif 10.2.0.0 (models) and .KF 10.1.0.0 (animations). Here is the way I found to get the most out of the original assets:
MODELS
To convert models from the original .NIF 3.3.0.13 to .NIF 10.2.0.0 I use a converter called "NifConvert" which I found somewhere on the internet (I don't have a link sorry). I believe that it was ripped from the developer tools which came with the Gamebryo 1.2 software.
Now that the filed are file version 10.2.0.0 they can be opened up by NifSkope (I use 1.1.3). NifSkope can be downloaded here:
http://niftools.sourceforge.net/wiki/NifSkope. Within NifSkope I rip all textures, which can be done by right clicking the textures (pink flower icon) in NifSkope's "Block List" and select "Texture -> Export".
The thing I do then is open the models in 3ds Max (I use 3ds Max 2010 SP 2 because there is a good NIF Importer available for this, I don't have a link but I found it on the NifSkope forums.) I import the .NIF in 3ds Max instead op exporting from NifSkope is because NifSkope has no way to export a model with it's rig, it just exports the rig. If the import was successful you should now have the model in 3ds Max, and it's probably turned in a weird angle and not aligned to its rig, I fix this by saving, closing, and reopening the 3ds Max file, the mesh should now be aligned to it's rig.
ANIMATIONS
To convert animations from the original .KF 3.3.0.13 to .NIF 10.1.0.0 I use a converter called "EZ Nif Converter 2.0", which can be downloaded here:
http://www.alexff.com/eznif.php.
Once I have the animations files in the 10.1.0.0 format, I open my 3ds Max file containing the model and rig, and I import an animation file. I found that there is a good chance that the animations will get imported wrongly, so my fix for that is just to try until it is imported correctly. Don't try to play with the importer settings, I've already tried all of them and they just make it worse (in my experience). I know this sounds weird but it really works. To import more than 1 animation file, make sure to import 1, then save and shut down 3ds Max, then restart it, open the saved file, and import the next one, check if the animation was imported correctly and hope for the best. Once you have a saved 3ds Max file, I found out that it is pretty safe to make changes to the animation etc, just remember to save a lot (to different files!) just in case
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Also, it's quite nicely done in the programistic aspect. Could you direct me to some good Unity + physics engine tutorials? I'm totally newbie at this, and I'd like to give it a try
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The way I have always learned programming is by opening existing projects (The Unity tutorials at
http://unity3d.com/gallery/demos/demo-projects are a good start!) and by tearing the code apart and just playing away. I have worked with Unity for about 4 years now and am still learning stuff this way. Also, once you have the basic skills, make a plan of what you want to make, and just try, if you run into an error, Google it, fake it, do anything you can to get it working, at first it will be really hacky code (just like this version of Angry Mudokons actually is) but once you get it working, you can focus on cleaning up the code, making faster code etc.
The version of Angry Mudokons that you got to play was hacky as hell but it worked, you guys liked it, and since then I've cleaned it up a lot, made sure that the code was still working, and now I can fine-tuning things and create new features.