Search found 1233 matches
- Tue Feb 09, 2010 11:25 am
- Forum: Level Design & Entity Usage
- Topic: Dimensions
- Replies: 5
- Views: 964
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...
- Mon Feb 08, 2010 11:26 am
- Forum: Modelers Corner
- Topic: GIMP BMP
- Replies: 3
- Views: 594
Re: GIMP BMP
The problem may be from milkshape not exporting correctly. Use Equity, then replace the materials.
http://www.mediafire.com/i/?kmtnndt3mnj
http://www.mediafire.com/i/?kmtnndt3mnj
- 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...
- Mon Feb 01, 2010 3:22 pm
- Forum: RF2 Discussions
- Topic: RF2 Component Based Entities
- Replies: 10
- Views: 3958
Re: RF2 Component Based Entities
I think he means Squirrel.
- Sun Jan 31, 2010 9:13 pm
- Forum: General Discussions
- Topic: The Happy Birthday Topic :)
- Replies: 196
- Views: 551202
Re: The Happy Birthday Topic :)
Happy birthday Zidane!
- 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 ...
- Sat Jan 30, 2010 10:35 pm
- Forum: RF2 Discussions
- Topic: RF2 Updates
- Replies: 42
- Views: 61137
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...
- Sat Jan 30, 2010 12:14 am
- Forum: RF2 Discussions
- Topic: RF2 Component Based Entities
- Replies: 10
- Views: 3958
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 ...
- Fri Jan 29, 2010 10:21 pm
- Forum: RF2 Discussions
- Topic: RF2 Component Based Entities
- Replies: 10
- Views: 3958
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...
- 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!
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!
- Fri Jan 29, 2010 8:42 am
- Forum: Bug Reports
- Topic: RF Just Can't Take That Much
- Replies: 17
- Views: 4122
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.
- Thu Jan 28, 2010 10:16 pm
- Forum: Bug Reports
- Topic: RF Just Can't Take That Much
- Replies: 17
- Views: 4122
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...
- Thu Jan 28, 2010 4:06 pm
- Forum: RF2 Discussions
- Topic: What Can I Do to Get Ready?
- Replies: 24
- Views: 6839
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...
- Wed Jan 27, 2010 8:58 pm
- Forum: Game Designs
- Topic: Jay's game thread (The Towers of Trembolon)
- Replies: 131
- Views: 19520
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...
- Wed Jan 27, 2010 3:02 pm
- Forum: RF2 Discussions
- Topic: RF2 Updates
- Replies: 42
- Views: 61137
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