RF2 Feature Requests

Discuss the development of Reality Factory 2
MakerOfGames
Posts: 866
Joined: Fri Jul 08, 2005 4:27 am
Location: PA, USA

Post by MakerOfGames » Mon Jan 07, 2008 1:17 am

That's great!
Think outside the box.
To go on an adventure, one must discard the comforts and safety of the known and trusted.

User avatar
zmaster
Posts: 28
Joined: Thu Nov 29, 2007 1:01 am

Post by zmaster » Mon Jan 07, 2008 1:49 am

3ds, obj, gmax and any other possible format support
free world

|-----------------|
0% 100%

User avatar
Destron
Posts: 520
Joined: Thu Apr 19, 2007 7:30 pm

Post by Destron » Mon Jan 07, 2008 2:49 am

I think Collada would be a better candidate, to keep with the times. 3DS and OBJ are still used some, but Collada is newer and more current, as well as just better than the other.

User avatar
Spyrewolf
Posts: 450
Joined: Tue Jul 05, 2005 4:53 am
Location: Wellington::New Zealand

Post by Spyrewolf » Mon Jan 07, 2008 8:00 am

oooh thouh of another feature,

Render to texture. so you can have those simulated backdrops.
similar to god of war (if you've played it)

ooh found an example ....in reality kratos is looking an a wall :P (sorry to bust the illusions folks
Image

User avatar
paradoxnj
RF2 Dev Team
Posts: 1328
Joined: Wed Mar 01, 2006 7:37 pm
Location: Brick, NJ
Contact:

Post by paradoxnj » Mon Jan 07, 2008 2:14 pm

It directly supports Ogre Mesh format at the moment. Directly is defined as the engine is capable of loading it. I'm not sure if any other format is planned. IMO, I don't see a need to support other formats directly. Ogre Mesh is supported by most modelling applications including Blender. Whatever formats they support can be exported as an Ogre mesh.
Many Bothans died to bring you this signature....

MakerOfGames
Posts: 866
Joined: Fri Jul 08, 2005 4:27 am
Location: PA, USA

Post by MakerOfGames » Mon Jan 07, 2008 4:26 pm

Will RF2 have the feature to render from a camera viewpoint to texture to make say, security cameras that display their view on a monitor somewhere and things like that? If not that would be a nice thing to have.
Think outside the box.
To go on an adventure, one must discard the comforts and safety of the known and trusted.

User avatar
vrageprogrammer
Posts: 566
Joined: Wed Oct 31, 2007 2:59 pm
Location: On top of a tree
Contact:

Post by vrageprogrammer » Mon Jan 07, 2008 5:07 pm

Thinking Splinter Cell?
It was not Possible to determine the dimensions of the image....

User avatar
paradoxnj
RF2 Dev Team
Posts: 1328
Joined: Wed Mar 01, 2006 7:37 pm
Location: Brick, NJ
Contact:

Post by paradoxnj » Mon Jan 07, 2008 6:11 pm

Yes. Ogre is capable of render to texture. For a list of features, see http://www.ogre3d.org.
Many Bothans died to bring you this signature....

MakerOfGames
Posts: 866
Joined: Fri Jul 08, 2005 4:27 am
Location: PA, USA

Post by MakerOfGames » Tue Jan 08, 2008 3:49 am

Thanks!
Think outside the box.
To go on an adventure, one must discard the comforts and safety of the known and trusted.

MakerOfGames
Posts: 866
Joined: Fri Jul 08, 2005 4:27 am
Location: PA, USA

Post by MakerOfGames » Thu Jan 17, 2008 4:16 am

I am not sure if this belongs here... but, will RF2 be able to run on Linux or Mac?
Think outside the box.
To go on an adventure, one must discard the comforts and safety of the known and trusted.

User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Re:

Post by AndyCR » Fri Jan 18, 2008 11:24 pm

MakerOfGames wrote:I am not sure if this belongs here... but, will RF2 be able to run on Linux or Mac?
Yes, assuming the user doesn't do anything platform-specific with the Python they write the games should work fine on Windows, Linux, and OSX. (I use Linux to work on RF2 most of the time, in fact.)

User avatar
fps
Posts: 504
Joined: Mon Sep 26, 2005 9:54 pm
Location: in a magical land devoid of hope, happiness, and sanity.

Re: RF2 Feature Requests

Post by fps » Fri Jan 18, 2008 11:31 pm

will rf 2 have any of the ragdoll physics stuff or will that come later, also will we be able to use our old resources as well?
1 wrote:
for the internet is a cruel and dark place at times, and there's sex and blood everywhere.

2 wrote:
You say that like it's a bad thing.

1 wrote:
You are a bad thing.

User avatar
paradoxnj
RF2 Dev Team
Posts: 1328
Joined: Wed Mar 01, 2006 7:37 pm
Location: Brick, NJ
Contact:

Re: RF2 Feature Requests

Post by paradoxnj » Sat Jan 19, 2008 3:27 am

1. It will come later
2. You'll have to convert them. There is a conversion process for levels. They don't look very good though. You would probably be better off building your level from scratch and taking advantage of Ogre's material system and lighting system. Actors are as simple as import into Milkshape, export as Ogre Mesh.
Many Bothans died to bring you this signature....

User avatar
fps
Posts: 504
Joined: Mon Sep 26, 2005 9:54 pm
Location: in a magical land devoid of hope, happiness, and sanity.

Re: RF2 Feature Requests

Post by fps » Tue Jan 22, 2008 6:32 pm

what im really worried about is animation. will i have to convert all my animations.
1 wrote:
for the internet is a cruel and dark place at times, and there's sex and blood everywhere.

2 wrote:
You say that like it's a bad thing.

1 wrote:
You are a bad thing.

User avatar
bernie
RF Moderator
Posts: 1249
Joined: Tue Nov 15, 2005 10:07 am
Location: Ireland

Re: RF2 Feature Requests

Post by bernie » Tue Jan 22, 2008 6:39 pm

Milkshape has an ogre exporter plugin for mesh, skeleton and animation so I think it should be ok.

Post Reply