Search found 1151 matches
- Mon Sep 01, 2008 6:01 pm
- Forum: RF2 Discussions
- Topic: RF2, Ogre & Shaders
- Replies: 5
- Views: 2640
RF2, Ogre & Shaders
Shaders are the next big thing in game devlopment, they are becoming more and more frequent and more and more complex, almost all majour effects are now done with shaders, i am just wondering if and how this will be implemented in RF2 will it have importers, on those lines, ogres .material files can...
- Wed Aug 20, 2008 10:16 am
- Forum: Level Design & Entity Usage
- Topic: F.O.G. (Fog On The Ground :D )
- Replies: 28
- Views: 2647
Re: F.O.G. (Fog On The Ground :D )
its harder work and may not work if you have shadows, but edit your texture at the bottom of all the buildings to fade to a colour you want, then have the floor the same, the only problem with this is if you have shadows or lights then it may effect the floor in unwanted ways, as its just more textu...
- Mon Aug 18, 2008 9:30 am
- Forum: Programming
- Topic: RealityFactory 1.0 Roadmap
- Replies: 37
- Views: 10357
Re: RealityFactory 1.0 Roadmap
call me impatient if you want to, however i know its not finished (or it would be out) just wondering how the next version is coming along, just curious as the last update got delayed a bit from the original estimate, I know you have your own life and then broken sword project your working on so im ...
- Sun Aug 17, 2008 8:53 am
- Forum: General Discussions
- Topic: Is that game made with RF?
- Replies: 31
- Views: 1292
Re: Is that game made with RF?
lol, they complained about resident evil 5 being raciest for shooting black people in africa, those kinda people should get a life, so should the makers of this game.
for those fo you interested in RE 5 here is a link http://en.wikipedia.org/wiki/Resident_Evil_5
for those fo you interested in RE 5 here is a link http://en.wikipedia.org/wiki/Resident_Evil_5
- Fri Aug 15, 2008 6:52 am
- Forum: RF2 Discussions
- Topic: The Dawn of the level editor
- Replies: 60
- Views: 16962
Re: The Dawn of the level editor
awsome, keep the good work up , nice progress.
- Thu Aug 14, 2008 6:56 am
- Forum: Level Design & Entity Usage
- Topic: Making Projectiles Like This:
- Replies: 11
- Views: 831
Re: Making Projectiles Like This:
set the projectiles to really fast rapid shooting, so they move as fast as the game will alow them, have rapid fire on so it shoots a second projectile before the first one has finished, this will give a continous look, and as long as the fire button is held down it will fire in the direction it is ...
- Tue Aug 12, 2008 6:12 am
- Forum: General Discussions
- Topic: RTS with online community
- Replies: 19
- Views: 753
Re: RTS with online community
I know alot of good RTS's however not too sure on the online status of them. Command and conquer - good game that i always find fun to play Warhammer 4000 - dawn of war - excelent game, also got the 3 expansion packs now, making it even more fun world in conflict - nice graphics, not sure on the spe...
- Wed Aug 06, 2008 9:16 am
- Forum: Game Designs
- Topic: Agentarrow's thread (Terra Trooper)
- Replies: 211
- Views: 30423
Re: Agentarrow's thread (Terra Trooper)
its not the actual place of the face, its teh fact the face has only one side, and if its facing into the car then you are seeing the "backface" this makes models look bad in milkshape and also mean you have to turn back face rendering on in RF, i also asume that that probably uses more resources ef...
- Tue Aug 05, 2008 2:40 am
- Forum: Game Designs
- Topic: Agentarrow's thread (Terra Trooper)
- Replies: 211
- Views: 30423
Re: Agentarrow's thread (Terra Trooper)
sorry, i meant wireframe overlay, have the shaded/textured version, overlay the wireframe and make sure backfaces are off, it seems like faces that are next to each other are facing inwards, its the main cause of the blackness in milkshape.
- Mon Aug 04, 2008 5:24 am
- Forum: Game Designs
- Topic: Agentarrow's thread (Terra Trooper)
- Replies: 211
- Views: 30423
Re: Agentarrow's thread (Terra Trooper)
turn backfaces off, wireframe on and dont forget to turn those edges and use different smoothing groups, that should make it look alot better (once the obvious mistakes are done with backfaces off, looks as if some of the faces are facing the wrong way.)
- Mon Aug 04, 2008 5:21 am
- Forum: Game Designs
- Topic: *top secrete*
- Replies: 12
- Views: 696
Re: *top secrete*
yep, i agree it is kinda " flat" still got all the innerds so to say to do because this will be added in the editor, for optimizing purposes, no comment on the gritty-ness though, and please, any comments/ suggestions/ opinions are welcome as usual.
- Sun Aug 03, 2008 4:16 am
- Forum: Game Designs
- Topic: (wip)Twist of the Moon
- Replies: 77
- Views: 4834
Re: (wip)Twist of the Moon
keep trying, these things dont happen over night
- Sat Aug 02, 2008 6:00 am
- Forum: General Discussions
- Topic: my return
- Replies: 18
- Views: 680
Re: my return
knew it was too good to be true :P, this dont mean that you should purposfuly try and beat each others post scores either cos thats just going to anoy people, anyone up for any gaming? 360 or PC, wouldnt mind a few well made levels with MP in RF, that sounds fun. a contest, each person makes a map, ...
- Fri Aug 01, 2008 5:12 am
- Forum: General Discussions
- Topic: Noob Alert! Bring the torches and pitchforks!
- Replies: 72
- Views: 4945
Re: Noob Alert! Bring the torches and pitchforks!
well im back by coinsidence, though that fact you mentiond ardent is not suprising, now now people, calm down, dont want to scare her away like the others. (oops, wasnt ment to mention them was I :oops: ) joke, no seriously, i think you guys might want to get out a bit more, you know, find that NOT ...
- Fri Aug 01, 2008 4:54 am
- Forum: Game Designs
- Topic: *top secrete*
- Replies: 12
- Views: 696
Re: *top secrete*
that i have to agree with, as everyone can see you dont need to spend alot of money, i hope things like this will inspire people and make them think twice before running it down, granted there are problems with it but they are minor compared to what it is capable of. thanks for the good words steven...