Locked, as this thread is leading nowhere.
You really should acquire some basic knowledge first, e.g.,
a) learn how to search for answers to your problems on the Internet
b) learn how to program
c) learn how to use your IDE
Search found 1520 matches
- Sat Nov 12, 2016 10:33 am
- Forum: Programming
- Topic: I am having trouble compiling RFeditpro using Visual Studio6
- Replies: 22
- Views: 6741
- Wed Aug 17, 2016 7:46 pm
- Forum: RF Scripting
- Topic: Pawn scripts
- Replies: 28
- Views: 17090
Re: Pawn scripts
You can access a Pawn's szEntityName via the Pawn variable EntityName, e.g.
Code: Select all
SetEntityLighting(self.EntityName, 64, 64, 64, 127, 127, 127, false);
- Tue Aug 16, 2016 10:12 pm
- Forum: Game Designs
- Topic: Dark Crypt (Isometric Dungeon)
- Replies: 80
- Views: 292608
Re: Dark Crypt (Isometric Dungeon)
For example i do not know how they added that RF sphere right of the buttons,i would like to rid of that if i am to replace the rf background with a temporary ink drawing of something. The menu layout is defined in the CEGUI layout files in gui/layouts. I think it should be in menu_main.layout and ...
- Tue Aug 16, 2016 9:38 pm
- Forum: RF Scripting
- Topic: Inventory menus pictures -how
- Replies: 7
- Views: 3512
Re: Inventory menus pictures -how
Let's start simple and assume that we keep the overall look and feel of the basic GUI widgets like sliders, check boxes, window frames etc. (changing that is quite a bit advanced). For the inventory, there are several components that need to be set up: inventory.ini inventory text file(s) (as define...
- Fri Dec 25, 2015 4:47 pm
- Forum: Level Design & Entity Usage
- Topic: failed to create world question
- Replies: 4
- Views: 3213
Re: failed to create world question
That message means that the level file has been opened for reading successfully but during the read process something went wrong (i.e. an invalid/corrupt file). At that stage it's difficult to tell what exactly went wrong.
- Fri Dec 25, 2015 1:39 pm
- Forum: General Discussions
- Topic: Seasons Greetings
- Replies: 9
- Views: 20370
Re: Seasons Greetings
I stick to the classical "Merry Christmas everyone!"
- Fri Dec 04, 2015 5:00 pm
- Forum: Programming
- Topic: Custom RF Build
- Replies: 13
- Views: 18623
Re: Custom RF Build
Phew, turns out my previous SVN hoster decided to deem the repository abandoned after 6 months of inactivity and removed it, which basically leaves me with my local working copy of the code but no commit/revision history (SVN doesn't store that locally - another reason I want to move to git). Thus f...
- Sun Nov 22, 2015 2:51 pm
- Forum: Programming
- Topic: Custom RF Build
- Replies: 13
- Views: 18623
Re: Custom RF Build
Realityfactory: -[CODING] created a base class for new global scriptobjects -[SCRIPTING] moved Input scripting to new "Input" scriptobject -[SCRIPTING] moved Camera scripting to new "Camera" scriptobject -[SCRIPTING] moved Math scripting to new "Math" scriptobject+lots of Math functions -[SCRIPTING...
- Sun Nov 22, 2015 2:37 pm
- Forum: Programming
- Topic: RFTexture Packer and RFscriptedit
- Replies: 13
- Views: 25045
Re: RFTexture Packer
I'm still around, though my time for RF is pretty limited these days.Jay wrote: I have no idea where everyone is. QoD has apparently left and apparently most other senior members too, because QoD was the main guy who actually brought RF forward from a coding perspective.
- Fri Jul 03, 2015 2:12 pm
- Forum: Level Design & Entity Usage
- Topic: Shadows on Mirror?
- Replies: 5
- Views: 1875
Re: Shadows on Mirror?
Found this in the Genesis3d source code, doesn't look like RF supports shadows in mirrors: #pragma message ("BUG: Shadow caused crash in mirrors (oops). Need to write a RenderShadowThroughFrustum...") /* if (P->DoShadow) { gePuppet_DrawShadow(P,Engine,World,Camera); } */ Actually, that's not the co...
- Wed Jul 01, 2015 11:21 pm
- Forum: Programming
- Topic: RfEdit enhancements
- Replies: 15
- Views: 5128
Re: RfEdit enhancements
That version is obsolete anyway. The mentioned features are included in the latest version of RFEdit Pro.
Note, that continued thread necromancy will result in a temporary banning.
Note, that continued thread necromancy will result in a temporary banning.
- Wed Jul 01, 2015 11:18 pm
- Forum: Programming
- Topic: Genesis3d source 24-10-2007 (geWorld_AddEntity and physics)
- Replies: 2
- Views: 1730
Re: Genesis3d source 24-10-2007 (geWorld_AddEntity and physi
That version is obsolete. The mentioned features are included in the latest version of the Genesis engine available from the Downloads section.
- Wed Jul 01, 2015 11:17 pm
- Forum: Feature Requests
- Topic: An RFPro re-write/update please
- Replies: 9
- Views: 5019
Re: An RFPro re-write/update please
That version is obsolete anyway. The mentioned features are included in the latest version of RFEdit Pro.
- Tue Jun 30, 2015 11:18 pm
- Forum: Level Design & Entity Usage
- Topic: Help with entity attribute .
- Replies: 10
- Views: 2422
Re: Help with entity attribute .
For the standard (built-in) player you need to specify the attribute type in the AttributeInfoFile (usually player.ini) before its values can be manipulated (e.g. by picking up Attribute entities in the level).
For pawns you need to use the AddAttribute script command instead.
For pawns you need to use the AddAttribute script command instead.
- Tue Jun 09, 2015 11:57 pm
- Forum: Modelers Corner
- Topic: Tree transparent
- Replies: 3
- Views: 3304
Re: Tree transparent
In Milkshape use a (dummy) BMP file when exporting to Genesis bdy. When you have built the actor file you can replace the BMP with your TGA texture using the tga2gebmp tool in the tools folder.