Search found 1449 matches
- Fri May 16, 2008 11:43 pm
- Forum: RF2 Discussions
- Topic: The Dawn of the level editor
- Replies: 60
- Views: 18335
Re: The Dawn of the level editor
Well, it's split into two binaries now - RF2Shell and RF2DLL. I haven't committed it yet, though, and I need to take some of the functionality out of the dll and put it into the shell before I can use it in the level editor as I want to (the setup script shouldn't be called in the case of the level ...
- Fri May 16, 2008 9:41 pm
- Forum: Setup, Post Install Support
- Topic: Help please! compiling 2 or more rooms that are connected...
- Replies: 5
- Views: 524
Re: Help please! compiling 2 or more rooms that are connected...
I just figured it out... I made the rooms connect then i put doors in the opening of the holes... Then it said there was a leak.. so i just put a hollow box around level, thanks anyways... That's a bad way to do it, actually. If you place a box around the entire level, the optimization process whic...
- Fri May 16, 2008 8:02 pm
- Forum: RF2 Discussions
- Topic: The Dawn of the level editor
- Replies: 60
- Views: 18335
Re: The Dawn of the level editor
I'm starting the process of splitting the meat of RF2 into a DLL. Once this is complete, I can go back into the shell and make it just call the DLL I am writing. Once that is complete I can start on the level editor.
- Fri May 16, 2008 5:57 pm
- Forum: RF2 Discussions
- Topic: The Dawn of the level editor
- Replies: 60
- Views: 18335
Re: The Dawn of the level editor
Ok. I'll probably set up one viewport for my own testing purposes, but adding more shouldn't be too difficult, assuming Ogre doesn't have the same multiple viewports bugs some engines have (and I assume it doesn't, since the editor Sinbad made has multiple viewports).
- Thu May 15, 2008 7:03 pm
- Forum: RF2 Discussions
- Topic: The Dawn of the level editor
- Replies: 60
- Views: 18335
Re: The Dawn of the level editor
As long as you can see the level in a simple 3d view and the other 2D views like in RFedit and practically every 3D designing software, I'd like it. If it's programming the level without actually seeing it untill you try the level, I'ts just not worth it. Yes, it will certainly support viewing the ...
- Thu May 15, 2008 2:33 am
- Forum: RF2 Discussions
- Topic: The Dawn of the level editor
- Replies: 60
- Views: 18335
Re: The Dawn of the level editor
I don't know what you mean by "Ogre's level editor", but the first road would be like RFEditPro if RFEditPro used OpenGL or Direct3D for it's viewports. The second option is edit ingame, yes, and accuracy can be made up by showing the mouse cursor, having modeling program-style move/scale/...
- Wed May 14, 2008 10:32 pm
- Forum: RF2 Discussions
- Topic: a more 'technical' question
- Replies: 3
- Views: 456
Re: a more 'technical' question
Ok, now that I've experimented more with Ogre I saw this post and decided to bring it back up to answer it. Ogre can render directly, but it can also render to a texture which can then be run through any number of materials and shaders before being rendered to the screen. These are called Compositor...
- Wed May 14, 2008 7:24 pm
- Forum: General Discussions
- Topic: help
- Replies: 3
- Views: 370
Re: help
i dont want to be a pain or any thing but i need help with alot of things with reality factory, i dont do manuals. There's no engine that can make a game without any effort on your part. RF is one of the easiest engines in existence, and is well worth the effort to learn - but you do have to read t...
- Wed May 14, 2008 4:50 pm
- Forum: RF2 Discussions
- Topic: The Dawn of the level editor
- Replies: 60
- Views: 18335
The Dawn of the level editor
The original design for the RF2 level editor very closely resembled RFEditPro. It would have CSG operations and would be primarily generated geometry with meshes for decorations. It would be a native-ish Windows application (wxWidgets or Qt) which embedded the engine inside the 3D view and possibly ...
- Mon May 12, 2008 4:07 pm
- Forum: RF2 Discussions
- Topic: Quick update
- Replies: 34
- Views: 13218
Re: Quick update
Did i get it right? Yes, you're very close. :) Some thinghs a bit unclear to me, this is how i understand them so far: I really need to write all this down sometime, sorry... :oops: 1. Everything is a script, for example levels have their geometry file but also their script that runs in the backgro...
- Mon May 12, 2008 2:07 am
- Forum: RF2 Discussions
- Topic: Quick update
- Replies: 34
- Views: 13218
Re: Quick update
at least add in a server list of some sort, and text chat features? Then the source code can be modded by otherr? Well, that's not really the way RF2 works. The server list, text chat, etc. would be the responsibility of the game, not of the shell, so if networking does get in, it will be trivial t...
- Mon May 12, 2008 12:53 am
- Forum: RF2 Discussions
- Topic: Quick update
- Replies: 34
- Views: 13218
Re: Quick update
I'm going to have to do a little out-of-the-way GUI work on the shell before I can continue with what I was doing.
- Sun May 11, 2008 4:34 pm
- Forum: RF2 Discussions
- Topic: Quick update
- Replies: 34
- Views: 13218
Re: Quick update
I can see that you are truly taking scripting to a whole new level in RF2 compared to RF1. I'm trying to. I think the biggest issue with RF's design is the flexibility of the scripting (which is a rather small nitpick, actually - when Genesis3D was still maintained you couldn't fault RF for much of...
- Sat May 10, 2008 7:25 pm
- Forum: RF2 Discussions
- Topic: Quick update
- Replies: 34
- Views: 13218
Re: Quick update
They're also a bit more difficult than they might sound. We'll be allowing loading of levels, of course, but when there is no level loaded a blank one will be created so you can still make a game that doesn't need a level (EG a pacman style game, etc.) or make your own editor if you wish and write a...
- Sat May 10, 2008 6:37 pm
- Forum: General Discussions
- Topic: ARRRG WHAT AM I DOING WRONG!?!?!?!?!?!?!?! (RFpack question)
- Replies: 3
- Views: 330
Re: ARRRG WHAT AM I DOING WRONG!?!?!?!?!?!?!?! (RFpack question)
Make sure you're unchecking RLE in the export options.