New to Designing

Post topics regarding Level Building/Design and Entity Usage with Reality Factory
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AeKarma
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Joined: Sat Apr 21, 2007 6:58 pm

New to Designing

Post by AeKarma »

Well, i'm new to all sorts of designing and no absolutely no code such as C++ etc. I ran across this because it seems like a very fun hobby to pick up and within a few hours I was able to create a decent compileable level.

My question is that with this engine, Can I just create characters and models and view the levels or is there a way I could possibly design new weapons and things of that matter

And yes I understand. I'm a Complete Noob :o
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Juutis
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Post by Juutis »

Welcome to the forums! :D

Yes, with Reality Factory you can design a complete game of your own, including custom weapons and gameplay. You can customize these things with the .ini files found in the 'install' folder in your RF folder. For example, weapon.ini holds all the definitions for your weapons. You should check the manual for a detailed insight about what the different files do. There's also an e-book, 'Making 3D Games with Reality Factory' by Dan Valeo, it's a bit outdated but explains the basics pretty well. You can download it here for free.

And don't you worry about being new to this stuff. That's what the forums are here for. :)
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AeKarma
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Joined: Sat Apr 21, 2007 6:58 pm

Post by AeKarma »

Thanks for the reply. I've been designing this whole level in RFEditPro and was wondering one question, How would I go about moving my field of view in the top right quadrant? To rearrange, select, etc the designs in it i've been just zooming out but I know there's got to be an easier way. Oh and my current first project is to remake the map Canals from the popular game Gears of War of course not in graphics and detail just in layout

Scratch that question, Just figured out how. :wink:
AeKarma
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Post by AeKarma »

I've also seemed to notice something, I have a pretty top of the line PC as it is right now 7900GT, C2D. And such but the framerate is horrible on such simple levels but going to debug and showing the frame rate makes it work just fine. Is there a way to help it run smoother without having to do that?
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Juutis
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Post by Juutis »

Hmm, I'm not sure why showing the framerate makes it work faster, but RF currently doesn't take advantage of graphic cards. So it isn't exactly the fastest game engine...
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GD1
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Post by GD1 »

actually, I had the same problem. As far as I understand, the level is actually running too fast, and RF is overcompensating. You just need to change your d3d24.ini to read like so:

[d3d24]
Bpp = 32
ZBufferD = 16
BBufferCount = 1
CompressTextures = 0
FSAntiAliasing = 1
ExtraTextures = 1
NoVsync = 0
Async = 1
DoNotWait = 0

Actually, you just need to change the lines that say "NoVsync" and "Do Not Wait" to = 0

that fixes it.

The reason only reason I can figure out why debug makes it seem to run faster is because debug uses a command that actually slows down your framerate. RF itself will not display an accurate framerate, because debug slows your level down. in order to get a reliable framerate, you need a free program called FRAPS
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darksmaster923
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Post by darksmaster923 »

FRAPs is a recording prog
Herp derp.
GD1
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Post by GD1 »

yep. It will also display your framerate without recording.
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darksmaster923
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Post by darksmaster923 »

oh. i see.
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