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Posted: Mon Jan 07, 2008 1:17 am
by MakerOfGames
That's great!

Posted: Mon Jan 07, 2008 1:49 am
by zmaster
3ds, obj, gmax and any other possible format support

Posted: Mon Jan 07, 2008 2:49 am
by Destron
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.

Posted: Mon Jan 07, 2008 8:00 am
by Spyrewolf
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

Posted: Mon Jan 07, 2008 2:14 pm
by paradoxnj
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.

Posted: Mon Jan 07, 2008 4:26 pm
by MakerOfGames
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.

Posted: Mon Jan 07, 2008 5:07 pm
by vrageprogrammer
Thinking Splinter Cell?

Posted: Mon Jan 07, 2008 6:11 pm
by paradoxnj
Yes. Ogre is capable of render to texture. For a list of features, see http://www.ogre3d.org.

Posted: Tue Jan 08, 2008 3:49 am
by MakerOfGames
Thanks!

Posted: Thu Jan 17, 2008 4:16 am
by MakerOfGames
I am not sure if this belongs here... but, will RF2 be able to run on Linux or Mac?

Re:

Posted: Fri Jan 18, 2008 11:24 pm
by AndyCR
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.)

Re: RF2 Feature Requests

Posted: Fri Jan 18, 2008 11:31 pm
by fps
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?

Re: RF2 Feature Requests

Posted: Sat Jan 19, 2008 3:27 am
by paradoxnj
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.

Re: RF2 Feature Requests

Posted: Tue Jan 22, 2008 6:32 pm
by fps
what im really worried about is animation. will i have to convert all my animations.

Re: RF2 Feature Requests

Posted: Tue Jan 22, 2008 6:39 pm
by bernie
Milkshape has an ogre exporter plugin for mesh, skeleton and animation so I think it should be ok.