This project is an attempt to rewrite the Jagged Alliance 2 in Unity engine but doing it Unity way (that is using
scenes, prefabs, ...). It isn't 1:1 rewrite. What it means is that some pre-processing of the original game files is
needed. You will therefor need the original files from the Jagged Alliance 2 (which you can buy on the GOG or
the Steam).
Because of original file pre-processing, you'll need the applications and libraries listed below:
Unity 6.0.x- The current supported version could be found inProjectSettings/ProjectVersion.txt. Try to use only this version, as it is guratanteed to be working.Aspid.MVVM- Get the package from https://github.com/VPDPersonal/Aspid.MVVM and import it to the project (Assets/Plugins)ffmpeg- For converting the.smk(SMACK) videos. Path to the executable is set inJa2DevSettings(see below)
The base game could be build in the Unity without any assets. So you don't need the original files if you just want to build the player (without asset bundles). But to be able to play the game, you'll need tho build the asset bundles from the original content. Next are the steps for setting up the enviroment and building the asset bundles.
- Create the devel settings (
Ja2DevSettings.asset). Right click on theAssets/Settingspath, thenCreate->JA2 Devel Settings. In devel settings, set the various dirs:Input Dir- The directory, where the original.slffiles are locatedData Dir- Should beAssets/DataSlf extract dir- Should beAssets/Data/ja2User dir- Should beAssets/StreamingAssetsBin dir- Directory, where the external binaries are located (i.e. ffmpeg, ...)Bundle export dir- Directory, where the asset bundles will be exported. Default isAssets/StreamingAssets/bundlesUse Asset Bundles- If chcecked, even in the editor, the asset bundles will be used (asset bundles must be built already to be able to use this option)
In the menu click the JA2 -> Extract SLF. The Unity will extract the files from all the .slf in the specified
paths. After the extraction is done, you can review the assets if everything was extracted correctly. The extracted
asset are located in the Slf extract dir of the devel settings. You could change some importer attributes per-asset
with with Ja2ImportSettings asset. There for each directory, you could add files and specify some defaults.
After extracting the fonts, one need to run JA2 -> Post-process Fonts from menu, to generate default font classes
(AssetFontClass). You could also do it manually if needed (using Asset creation menu).
In the menu click the JA2 -> Build Asset Bundles. The dialog will be shown to select which bundles should be
created and various other options. You must also set the player options in project settings to match the player
(for instance IL2Cpp VS Mono):
Debug build- Build the "debug" asset bundles with no compression
Copy the generated *.bundle files to the StreamingAssets dir of the player and game now should run with the
assets from the asset bundles. You could download the current version of the player from the releases.
Dev blog: https://ja2-3d.blogspot.com/


