Tales of Pirates [Unity]

milten21

New Pirate
Registered
LV
0
 
Joined
Apr 25, 2026
Messages
3
Reaction score
8
Points
3
Hey folks,
I’ve been experimenting with Unity and ToP sources lately and have achieved some cool results.

I was able to load the terrain map and the full list of objects into Unity at runtime, as well as add first-class support for the game’s proprietary file formats (e.g., .map, .lmo, .lgo, .lab, etc.) using Unity’s editor extensibility. Here’s a video of me doing random things within Unity:

Please ignore some objects with missing textures or incorrect placement/scaling - the game’s graphics files have multiple versions, and I haven’t yet added support for all of them or resolved all related issues. I’m sharing this early to gather feedback and avoid spending time on something that may not be of interest.

I’m not entirely sure where this will lead yet, but my current plan for phase 1 is to build a full port of the game that is compatible with all ToP files. This would allow custom server content to continue working and could potentially be adopted by the community. The biggest challenge I see at the moment is porting the game’s UI, as it appears to require significant effort.

Additionally, this approach enables access to the full set of Unity tools and features. For example, even at this stage, editing maps is already quite straightforward - you can modify terrain data, add layers, etc. Saving map objects (e.g., .obj files) will be somewhat more complex but still entirely feasible. Converting models .obj -> .lmo/.lgo and back is possible too. Unity features a lot of editor level and tooling extensibility. And finally - easy cross-platform support.

At this stage, I’d really appreciate your thoughts and feedback.
 
Last edited:
UPD #1: Fixed most of the texture and object sizing issues and added support for animations and particle systems. However, the latter appeared to be quite problematic, and most of those are currently broken.
 
This is what I been thinking lately with all the big AI tech companies releasing smarter agents and AI breakthroughs all at the same time--great time to re-experiment everything that's been failing in the past...

Like:
Please, Log in or Register to view URLs content!

I see they're giving a free trial:
Please, Log in or Register to view URLs content!
 
This is what I been thinking lately with all the big AI tech companies releasing smarter agents and AI breakthroughs all at the same time--great time to re-experiment everything that's been failing in the past...

Like:
Please, Log in or Register to view URLs content!

I see they're giving a free trial:
Please, Log in or Register to view URLs content!
You’ve probably mixed it up with MCP. The thing you referenced is aimed at training in-game AI (e.g., the systems that control enemies), whereas MCP enables your coding AI to use features exposed by MCP (for example, interacting with the Unity Editor and the game world).
There are multiple MCP implementations for Unity, including the official one (
Please, Log in or Register to view URLs content!
) and several third-party options, such as:
You don’t need to buy anything to use it, aside from your AI subscription or token usage.
I haven’t tried any of them yet, so I can’t provide feedback on how they work.

But in general, you’re right - AI simplifies a lot of coding work and experimenting has never been easier. I used it to build most of the math for coordinate transformations to make it compatible with Unity based on the game’s source code for the demos above.
 
  • Like
Reactions: Syborg and Samichu
Thank you for all the clarity!!!

You right I was so hyped up to post a first message...
So I quickly went to check back on what I intuitively thought was it haha, but you came in to the rescue with more of what picked my curiosity allot the last few weeks.

Yes for me I actually learn alot more since of it because I want to understand their reasoning and they can make mistakes, but when we report them, the AI will understand their or our confusion---explain the next likely logic and go on which for me is a fun interactive experience.

When it does mess up, it often turns out to be not that big of a deal...

And then 4 hours passed, and your like, Wait?! I'm finally able to run in a God-mode--bad-ass "building Fairy"... 😎
 
Last edited: