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Game Shell Progress

Posted: Thu Oct 11, 2007 1:59 pm
by paradoxnj
In this thread, I will be posting the progress of the game shell known as RF2 (kinda like Prince when he changed his name to a symbol :) ).

Milestone 1 - Simple walk around application
  • Initialize Ogre Engine - Complete (AndyCR/paradoxnj)
  • Make Ogre Configuration Scriptable - Complete (AndyCR)
  • World Class - Complete (paradoxnj)
  • Camera Class - Complete (paradoxnj)
  • Base Object Class - Complete (paradoxnj)
  • Light Object - Complete (paradoxnj)
  • Plane Object - Complete (paradoxnj)
  • Actor Object - 80% (paradoxnj)
Milestone 1a - Simple walk around application using script
  • Expose all classes to Python - In progress (AndyCR)
  • Create Python scripts for player and camera - In progress (AndyCR)
  • Remove C++ walk around code and migrate to Python - Not started (AndyCR)
Milestone 2 - Event system and input mappers
  • Create event manager class - In progress (paradoxnj)
  • Create input mapper class - In progress (paradoxnj)
  • Integrate input mappers into frame listener - Not started
  • Tie object manager into event system - Not started
Milestone 3 - Fully functional GUI using CEGUI
  • CEGUI Integration - In progress (paradoxnj)
  • GUI System Class - In progress (paradoxnj)
  • Expose GUI to Python - Not Started
Milestone 4 - Basic In-Game Editor and Scene Format
  • Design Scene Format using XML - Not Started (paradoxnj)
  • Create in-game editor GUI using CEGUI - Not started
EDIT: Updated 10-24-2007 - Changed Milestone 2. Event system and input mappers..

Posted: Wed Oct 24, 2007 5:34 pm
by ardentcrest
UPDATE PLEASE :!: :D

Posted: Sun Nov 04, 2007 1:54 pm
by ardentcrest
look at ogre web site found this.

http://www.ogre3d.org/phpBB2/viewtopic.php?t=27394

in future RF2 this would be a great add-on

Posted: Wed Nov 07, 2007 4:58 pm
by ardentcrest
Paradoxnj, Can you or Andy Give a rundown of the type of files that we will use to create a level. (ie BSP, map).

And the type and size of the textures we cam use (ie bmp. gif 16*16 24*24)

And for the moment. untill we have our own world/level editor what will be the best one out there, that we can use now.



ps ps can you give a new update on your great work.

Posted: Wed Nov 07, 2007 9:48 pm
by paradoxnj
Levels are not the same as they used to be. Ogre is a scene based engine. This means that all levels are modified in modelling applications and assembled using the planned in-game editor. Here is an example workflow using QERadiant or another "BSP" modelling tool.

1. Create the shell of the level using QERadiant. This consists of all the rooms and textures.
2. Create all static meshes and actors in Milkshape or another supported modelling tool
3. Open RF2
4. Press F10 to get into editor (this is not working yet)
5. Start a new scene
6. Place your static meshes, lights, particle systems, and actors around the level using the in-game editor.
7. Save your scene. It will save into an XML based format.

Posted: Wed Nov 07, 2007 10:28 pm
by ardentcrest
so static meshes are the walls, trees, buildings and so on :oops:

Posted: Wed Nov 07, 2007 10:50 pm
by paradoxnj
Static meshes are meshes that are not animated. So trees and buildings are static meshes, yes. If you animate the tree, then no.

If you need walls, you should consider creating your level using Blender or another modelling application, then exporting to Ogre .mesh or .scene format. This is the most recommended method. Reason being that there are no more "leaks" or any other anomolies using this method.

BSPs can be used and are made using the Quake 3 map editors. These are open source now so there are no license restrictions to content created with them anymore.

Posted: Wed Nov 07, 2007 11:11 pm
by ardentcrest
sorry for another stupid question where will the textures files be held ( a folder, a wad file or what. )

Posted: Thu Nov 08, 2007 1:42 pm
by paradoxnj
Could either be a folder or a zip file.