Search found 1233 matches

by Jay
Tue Feb 09, 2010 11:25 am
Forum: Level Design & Entity Usage
Topic: Dimensions
Replies: 5
Views: 963

Re: Dimensions

With RF, it does not matter how big your units are. All that is important is the relation between the sizes of different objects. For example, lets say you build your levels with a dimension of 100 texels=1m in mind. Then, when the level is finished, you scale the actors to have the appropriate size...
by Jay
Mon Feb 08, 2010 11:26 am
Forum: Modelers Corner
Topic: GIMP BMP
Replies: 3
Views: 593

Re: GIMP BMP

The problem may be from milkshape not exporting correctly. Use Equity, then replace the materials.

http://www.mediafire.com/i/?kmtnndt3mnj
by Jay
Sat Feb 06, 2010 10:37 am
Forum: Level Design & Entity Usage
Topic: Doors?
Replies: 10
Views: 1827

Re: Doors?

You must add additional keyframes, that are always 0.01 after the one you really want. So if your elevator goes like this: 0.00 - 1st level 3.00 - 2nd level 6.00 - 1st level again you would make it 0.00 - 1st level 0.01 - 1st level AGAIN (just push the set keyframe button once more) 3.00 - 2nd level...
by Jay
Mon Feb 01, 2010 3:22 pm
Forum: RF2 Discussions
Topic: RF2 Component Based Entities
Replies: 10
Views: 3943

Re: RF2 Component Based Entities

I think he means Squirrel.
by Jay
Sun Jan 31, 2010 9:13 pm
Forum: General Discussions
Topic: The Happy Birthday Topic :)
Replies: 196
Views: 551176

Re: The Happy Birthday Topic :)

Happy birthday Zidane!
by Jay
Sun Jan 31, 2010 10:31 am
Forum: Modelers Corner
Topic: 3D objects and models, i need elaboration
Replies: 7
Views: 1931

Re: 3D objects and models, i need elaboration

They have nice tutorials on Nems site: http://nemesis.thewavelength.net/index.php?p=12 At the bottom there is a tutorial for making a cave and exporting it accordingly. Also i find texturing in Nems (once you downloaded Wally from the internet and built a *.wad file) very easy compared to texturing ...
by Jay
Sat Jan 30, 2010 10:35 pm
Forum: RF2 Discussions
Topic: RF2 Updates
Replies: 42
Views: 61092

Re: RF2 Updates

That depends on what you understand as AI... If you think that RF2 will magically write all the scripts for you then this is a definite no. If you think it will be like you add 'enemy' and then the added object has an enemy AI, then no. If you mean that there are some common AI-functions like for ex...
by Jay
Sat Jan 30, 2010 12:14 am
Forum: RF2 Discussions
Topic: RF2 Component Based Entities
Replies: 10
Views: 3943

Re: RF2 Component Based Entities

Can functions be defined for those types? Not sure what you mean. Can you elaborate a bit? It was more of a Squirrel question. I was asking if Squirrel can have functions for the classes. I found the Sqirrel 2.0 Reference in the internet and it answered the question. Seems like Squirrel can indeed ...
by Jay
Fri Jan 29, 2010 10:21 pm
Forum: RF2 Discussions
Topic: RF2 Component Based Entities
Replies: 10
Views: 3943

Re: RF2 Component Based Entities

So... basically, what you are proposing is a system where you 'plug together' the entities instead of having entities like StaticMesh, StaticEntityProxy, Pawn, etc... This could be implemented, of course, with a simple StaticMesh just having SampleStaticMesh { actor = { mesh = "example.mesh", materi...
by Jay
Fri Jan 29, 2010 8:48 am
Forum: Modelers Corner
Topic: 3D objects and models, i need elaboration
Replies: 7
Views: 1931

Re: 3D objects and models, i need elaboration

Yes that is exactly the way to go. You would use a 3d model and then build invisible world brushes around it to provide collision detection.
You can also use the StaticMesh collision detection (usually number 2) for an easy way out, but that can be a lot slower.

That and... welcome to the forums! :)
by Jay
Fri Jan 29, 2010 8:42 am
Forum: Bug Reports
Topic: RF Just Can't Take That Much
Replies: 17
Views: 4101

Re: RF Just Can't Take That Much

Ah, interesting, i didn't know that. I thought games were just selecting the 8 nearest lights and then using them. (Always seemed kind of restricting to me, though) Thanks for clearing that up.
by Jay
Thu Jan 28, 2010 10:16 pm
Forum: Bug Reports
Topic: RF Just Can't Take That Much
Replies: 17
Views: 4101

Re: RF Just Can't Take That Much

This bug is already fixed, it was the explosion count. By the way, genesis3d uses its own dynamic lighting system which can use up to 30 lights. They are rendered to the lightmaps, which is a feature graphics hardware does not support, therefore it does not use the hardware method (Dynamic lights ar...
by Jay
Thu Jan 28, 2010 4:06 pm
Forum: RF2 Discussions
Topic: What Can I Do to Get Ready?
Replies: 24
Views: 6816

Re: What Can I Do to Get Ready?

RF2 will use Ogre, and the models will be in Ogre's format (Ogre xml i think). So you could use any Modelling tool that can export to Ogre for the models. Scripting language will be Squirrel, Audio Library OpenAL (i guess we'll have wav, mp3 and ogg support, wav you can be very sure about). I suppos...
by Jay
Wed Jan 27, 2010 8:58 pm
Forum: Game Designs
Topic: Jay's game thread (The Towers of Trembolon)
Replies: 131
Views: 19515

Re: Jay's game thread (The Towers of Trembolon)

Day 3 - Worked on the inventory a bit more, can now display potions, and began with quest status information. Spellbook will be done when spells are implemented. (Inventory ~80% done) Also i added an animation for blocking. Parrying has been dropped, instead you can crouch and crawl which also incre...
by Jay
Wed Jan 27, 2010 3:02 pm
Forum: RF2 Discussions
Topic: RF2 Updates
Replies: 42
Views: 61092

Re: RF2 Updates

At the moment, you can be really sure that you don't use RF2, as it is still in development.
zany_001 wrote: Expected release date is May 2010