Search found 23 matches
- Fri Jun 26, 2015 4:50 am
- Forum: Bug Reports
- Topic: Questionable Programming issue
- Replies: 0
- Views: 55678
Questionable Programming issue
I keep getting an issue with a recently compiled version of Reality Factory. I had removed the lines of code: ID_REFERENCE idReference; yylval->idReference=lookupIdentifier(m_LexBuffer); in the files skLang_tab.h and skParser.cpp respectively not knowing their relevance, on the grounds that it initi...
- Thu Jun 18, 2015 7:15 pm
- Forum: Programming
- Topic: Using Reality Factory 0.76 Source Code instead of Genesis 3D
- Replies: 4
- Views: 4543
Re: Using Reality Factory 0.76 Source Code instead of Genesi
Never mind I found what I need.lekeoi wrote:I would also like to mention the compile is failing, I am apparently missing some header files that didn't come packaged with the source. Were there libraries I was supposed to download also?
- Thu Jun 18, 2015 7:12 pm
- Forum: Programming
- Topic: Using Reality Factory 0.76 Source Code instead of Genesis 3D
- Replies: 4
- Views: 4543
Re: Using Reality Factory 0.76 Source Code instead of Genesi
I would also like to mention the compile is failing, I am apparently missing some header files that didn't come packaged with the source. Were there libraries I was supposed to download also?
- Thu Jun 18, 2015 7:10 pm
- Forum: Programming
- Topic: Using Reality Factory 0.76 Source Code instead of Genesis 3D
- Replies: 4
- Views: 4543
Re: Using Reality Factory 0.76 Source Code instead of Genesi
I was wondering whether or not it was a lost cause to try to use the original Genesis3D source code to make a game with a sigleplayer campaign as opposed to simply using the Reality Factory source code instead. The reason for this being I had been messing around with the original Genesis3D code for...
- Thu Jun 18, 2015 4:05 am
- Forum: Programming
- Topic: I am having trouble compiling RFeditpro using Visual Studio6
- Replies: 22
- Views: 11744
Re: I am having trouble compiling RFeditpro using Visual Stu
If you upload the source code I will see to compiling it myself.
- Wed Jun 17, 2015 10:44 pm
- Forum: Programming
- Topic: Using Reality Factory 0.76 Source Code instead of Genesis 3D
- Replies: 4
- Views: 4543
Using Reality Factory 0.76 Source Code instead of Genesis 3D
I was wondering whether or not it was a lost cause to try to use the original Genesis3D source code to make a game with a sigleplayer campaign as opposed to simply using the Reality Factory source code instead. The reason for this being I had been messing around with the original Genesis3D code for ...
- Mon Aug 08, 2011 7:43 pm
- Forum: Level Design & Entity Usage
- Topic: Texturing
- Replies: 6
- Views: 2123
Re: Texturing
I've gimp but have 100% inexperience at texturing and i need to learn how to texture.Nighthawk_0973 wrote:http://www.getpaint.net
And remember, google is your best friend![]()
Great program though.
- Sat Jul 30, 2011 1:11 am
- Forum: Level Design & Entity Usage
- Topic: Texturing
- Replies: 6
- Views: 2123
Texturing
I have been working on a project but have ran into a big problem most of my textures are ugly and or unappealing and im no artiest and can do nothing about it. Are there any tutorials, help or anything that will fix the problem.
- Tue Jun 14, 2011 5:22 pm
- Forum: RF Scripting
- Topic: No transparency
- Replies: 4
- Views: 1372
Re: No transparency
If I remember correctly, frames are drawn on top of indicators, so you will have to make those areas transparent in the frame image (i.e. black in the alpha image). Or do you mean there's no transparency at all? Is the alpha image specified correctly? What format are the images (bmp, 24bit, ...) ? ...
- Tue Jun 14, 2011 5:20 pm
- Forum: Modelers Corner
- Topic: Specific look
- Replies: 5
- Views: 5389
Re: Specific look
ok will try thanksQuestOfDreams wrote:Yes, you can have 2 pawns with their own scripts. Attach one to the other by using the AttachToActor script method.
- Sat Jun 11, 2011 8:38 pm
- Forum: RF Scripting
- Topic: No transparency
- Replies: 4
- Views: 1372
Re: No transparency
No offense but might I suggest finding an artist? As far as hud objects I never got them to work because the coordinates of the screen in RF were only roughly defined in the eBook and I've never seen anything else about it... thanks anyway and i wish i could get an an artiest but cant so i have to ...
- Sat Jun 11, 2011 6:22 pm
- Forum: RF Scripting
- Topic: No transparency
- Replies: 4
- Views: 1372
No transparency
I have another problem i made a few hud objects http://oi56.tinypic.com/2qx14p0.jpg http://oi56.tinypic.com/34e4yzs.jpg http://oi56.tinypic.com/5kn578.jpg http://oi51.tinypic.com/2hdmo9e.jpg http://oi56.tinypic.com/wvwxoh.jpg Just a few for reference all pictures are made the same. Anyway the image ...
- Fri Jun 10, 2011 10:42 pm
- Forum: Modelers Corner
- Topic: Specific look
- Replies: 5
- Views: 5389
Re: Specific look
You need to use 2 actors in that case and attach one to the other so they can have different animations. thanks but is there a way you can make them react differently once being detached. In this case the torso of a man will continue to live once the legs are no longer there for example. And act di...
- Sun Jun 05, 2011 6:51 pm
- Forum: RF Scripting
- Topic: New hud object
- Replies: 2
- Views: 944
Re: New hud object
ok thanksQuestOfDreams wrote:type value has to be "verticle" not "vertical" (... I know ...)
for this type you have to use "indicatorheight" opposed to "indicatorwidth" for the horizontal type
- Mon May 23, 2011 2:06 am
- Forum: Modelers Corner
- Topic: Specific look
- Replies: 5
- Views: 5389
Specific look
On games that I have played when a person looks at you sometimes just their head will look at you, can you do this with reality factory. I am making a turret and it flies so I want it so that when you are not at its altitude only the barrel of the gun will point at you and not the whole turret all w...