Hi, I'm completely new here and just learning Reality Factory. Most of the threads I've seen deal with using RF to create first person shooters or 3rd person action-adventure games, and combat is always discussed in terms of ranged weapons. I'm wondering though if it's possible to create a fighting-type game where the player engages in hand-to-hand combat with an NPC enemy. Is this possible in RF?
I'm not aiming to do anything terribly advanced like replicate Virtua or Tekken or anything, just the ability to have characters throw basic punches and kicks, and a few throws. Can this be done in RF?
As for programming/scripting, I'm very familiar with most BASIC variations but know absolutely zilch about any of the C-family languages. I can create my own models and animations (I presume) using Poser as my 3D modeling program, and am hoping to do the rest without too much text scripting. Any advice is much appreciated, thanks!
Beginner's question: Fighting games?
First of all, welcome to RF and to the forums!
Yes a fighting game is possible, in fact nearly everthing you want to do is possible with scripting. So, i advise you to learn scripting, because it opens up new worlds of possibilities.
I think you will have to use something what we call 'scripted player', basically a NPC/pawn that represents the player and that is scripted and reacts to the key strokes.
If you can make your models and animations i see no problem why not. (In fact, for me it's the most difficult part, i am more of a leveldesigner than a modeller or animator)
Then you can import them via Milkshape3d (if it doesn't work directly, just export as a *.x file or something else mikshape can read) and export as a *.bdy file. As soon as you have that, you can read everything in the docs which come with RF (the section's name is, i believe, 'Making an Actor with ActorStudio' or somtheing along the lines of that).
3DS MAX and gmax are also possible, though i think not many of us use 3DS MAY because it's not really cheap.
If you've got problems how to get them into the game, we're glad to help. That's why we are here, to answer questions and let our questions be answered.
Yes a fighting game is possible, in fact nearly everthing you want to do is possible with scripting. So, i advise you to learn scripting, because it opens up new worlds of possibilities.
I think you will have to use something what we call 'scripted player', basically a NPC/pawn that represents the player and that is scripted and reacts to the key strokes.
If you can make your models and animations i see no problem why not. (In fact, for me it's the most difficult part, i am more of a leveldesigner than a modeller or animator)
Then you can import them via Milkshape3d (if it doesn't work directly, just export as a *.x file or something else mikshape can read) and export as a *.bdy file. As soon as you have that, you can read everything in the docs which come with RF (the section's name is, i believe, 'Making an Actor with ActorStudio' or somtheing along the lines of that).
3DS MAX and gmax are also possible, though i think not many of us use 3DS MAY because it's not really cheap.
If you've got problems how to get them into the game, we're glad to help. That's why we are here, to answer questions and let our questions be answered.
Everyone can see the difficult, but only the wise can see the simple.
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Thank for your reply, and I'm glad to hear that I can probably accomplish what I'm after using RF. What you describe sounds right in terms of having a scripted character who pulls off moves/animations in response to keystrokes by the player. It's unfortunate for me that the scripting language seems C-based, as I have no familiarity with that style of programming whatsoever, but I suppose I will pick it up.
I will be using Poser for all my modelling and animations since I have years of experience with that program but none at all with any other, and so I will only be using GMAX as a middle-man to get my models and animations from Poser through to RF in the form of usable actors. So, my first task will be to see if I can pull that off successfully and I'll report back here what my experiences are in attempting it.
Though I've read through most of the documentation around importing 3ds files as actors, along with their animations, I'm still not sure how to get multiple different animations assigned to a specific character, ie a different one for punching, kicking, head-butting or whatever that can be called at any time. But anyway, I'll try tackling plain importing first, before I get to the other stuff.
I will be using Poser for all my modelling and animations since I have years of experience with that program but none at all with any other, and so I will only be using GMAX as a middle-man to get my models and animations from Poser through to RF in the form of usable actors. So, my first task will be to see if I can pull that off successfully and I'll report back here what my experiences are in attempting it.
Though I've read through most of the documentation around importing 3ds files as actors, along with their animations, I'm still not sure how to get multiple different animations assigned to a specific character, ie a different one for punching, kicking, head-butting or whatever that can be called at any time. But anyway, I'll try tackling plain importing first, before I get to the other stuff.
http://realityfighting.altervista.org
That was an old old old project I started a while ago, so please don't ask me about this too in detail but let me tell you that yes fighting games with rf can be done. Anyways it was a pain...
That was an old old old project I started a while ago, so please don't ask me about this too in detail but let me tell you that yes fighting games with rf can be done. Anyways it was a pain...