RealityFactory NGD Alpha1 released!!!
RealityFactory NGD Alpha1 released!!!
RealityFactory NGD
RealityFactory + NewtonGameDynamics
Download:
RealityFactoryNGD Alpha1
Download RFNGD_Alpha28102007.zip, then patch a clean 0.75A/0.75C RF installation. Start the exe and enjoy the seven physics demos.
Project Site:
http://rfngd.netsons.org/
The docs and the news will be here...
Other features:
Low-level Pawn commands:
SetRelBoneRotation(EntityName, BoneName, RotX, RotY, RotZ);
Set a rotation on a bone relative to parent bone.
SetBoneGlobalRotation(EntityName, BoneName, RotX, RotY, RotZ, offsetRotX, offsetRotY, offsetRotZ);
Set a rotation on a bone relative to world axis, using the fixed offset rotation defined by offsetRotX, offsetRotY, offsetRotZ.
SetWeaponActorName(WeaponEntityName);
Set an EntityName for the actor weapon carried by the pawn actor.
ChangeEntityName(EntityName, newEntityName);
Change the Name of an Entity. ATTENTION! could mess up things...
EnableStencilShadows(EntityName, bool State);
Activate/Deactivate the stencil shadow for an entity.
GetActorBoneRotation("ENTITY NAME","BONE NAME",XYZnr);
Return the global angle (relative to World Axis) of a pawn bone. If the third parameter is 0, then the value returned is the X axis. If the third parameter is 1, then the value returned is the Y axis. If the third parameter is 2, then the value returned is the Z axis.
A personal note: (useless, you can go ahead...)
I've released the first Alpha of RealityFactory NGD. I called this version in this way, and not 0.76A, because omly QoD can decide this. I tried to contact QoD in the past few days, trying to make him test and approve the release, but I can't have any answer from him. I'm sorry about this. I ever was.
So respectfully I changed the name into RealityFactoryNGD, but I still hope that an official approval will come in the near future.
RealityFactory + NewtonGameDynamics
Download:
RealityFactoryNGD Alpha1
Download RFNGD_Alpha28102007.zip, then patch a clean 0.75A/0.75C RF installation. Start the exe and enjoy the seven physics demos.
Project Site:
http://rfngd.netsons.org/
The docs and the news will be here...
Other features:
Low-level Pawn commands:
SetRelBoneRotation(EntityName, BoneName, RotX, RotY, RotZ);
Set a rotation on a bone relative to parent bone.
SetBoneGlobalRotation(EntityName, BoneName, RotX, RotY, RotZ, offsetRotX, offsetRotY, offsetRotZ);
Set a rotation on a bone relative to world axis, using the fixed offset rotation defined by offsetRotX, offsetRotY, offsetRotZ.
SetWeaponActorName(WeaponEntityName);
Set an EntityName for the actor weapon carried by the pawn actor.
ChangeEntityName(EntityName, newEntityName);
Change the Name of an Entity. ATTENTION! could mess up things...
EnableStencilShadows(EntityName, bool State);
Activate/Deactivate the stencil shadow for an entity.
GetActorBoneRotation("ENTITY NAME","BONE NAME",XYZnr);
Return the global angle (relative to World Axis) of a pawn bone. If the third parameter is 0, then the value returned is the X axis. If the third parameter is 1, then the value returned is the Y axis. If the third parameter is 2, then the value returned is the Z axis.
A personal note: (useless, you can go ahead...)
I've released the first Alpha of RealityFactory NGD. I called this version in this way, and not 0.76A, because omly QoD can decide this. I tried to contact QoD in the past few days, trying to make him test and approve the release, but I can't have any answer from him. I'm sorry about this. I ever was.
So respectfully I changed the name into RealityFactoryNGD, but I still hope that an official approval will come in the near future.
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
Thanks. I'll see what i can do to merge this release with the community release, as it would be really nice to have both releases in one. All those new possibilities that would open up with both releases merged! I am thinking of a Wind-spell for my game that will use physics to throw thinghs and/or people around. And balls of Ice that will shatter and eplode when hit. This opens up a new world of possible puzzles!
Thanks again!
Thanks again!
Everyone can see the difficult, but only the wise can see the simple.
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Nice work!!! I haven't had a chance to test it yet, but I can't wait!
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
Thanks alot guys! Now I'm waiting for some feedback, just to be sure that everything works for you. Please share some bench data as well.
Sorry Jay, I haven't released the source yet. I'm just waiting to hear if everything is all right from the community.
In the meantime I'm writing the docs and preparing the CVS. Take a look at the Docs section of project site:
http://rfngd.netsons.org/
I'm very busy with this task so if someone could be so kind to help me taking some screens of the demos for the media section, I would be grateful. Eye-candy powerful systems (which I don't have...).
If you try the physics in your project, please take and send me some screens as well.
Sorry Jay, I haven't released the source yet. I'm just waiting to hear if everything is all right from the community.
In the meantime I'm writing the docs and preparing the CVS. Take a look at the Docs section of project site:
http://rfngd.netsons.org/
I'm very busy with this task so if someone could be so kind to help me taking some screens of the demos for the media section, I would be grateful. Eye-candy powerful systems (which I don't have...).
If you try the physics in your project, please take and send me some screens as well.
For some reason my RF crashes if I try to start a new game when a level is running already. In other words, when I run RF -> New game -> Go to the main menu -> Start a new game. Though I think it's my own mistake, since it only happens with my own game, not with the physics demo.
Could you give us the skeletons for the ragdolls in .ms3d or some other format, BTW? The decompiling and importing to Milkshape process rotates the models and I can't seem to find a way to rotate them back properly. So the ragdolls of my own models are all messed up.
Could you give us the skeletons for the ragdolls in .ms3d or some other format, BTW? The decompiling and importing to Milkshape process rotates the models and I can't seem to find a way to rotate them back properly. So the ragdolls of my own models are all messed up.
Pain is only psychological.
sure. I want to release all my resources: I only need some time to pack all properly. I have also some tips for the media creation and grabbing from hl2 and far-cry demos (far-cry full game .pak files cannot be opened).
About the crash I think I know what's happening:
Carefully check that all the entities have the szEntityName parameter set and that all the RigidBodies have the BodyName set.
About the crash I think I know what's happening:
Carefully check that all the entities have the szEntityName parameter set and that all the RigidBodies have the BodyName set.
So, you got it working?Wow, nothing beats shooting grenades at your own character models sending them flying all over the room
How physics is working? Now I'm the curious!
Here's the valve and farcry skeletons in MS3d format.
I will write soon a tut about animation grabbing from the HL2 and FarCry demos.
Yeah, giving all entities an entityname fixed the crashing. Thanks for the tip.federico wrote:So, you got it working?
How physics is working? Now I'm the curious!
So far I've only played around with the ragdolls. I just quickly modified a model of mine to match the Far Cry skeleton and it works great!
Pain is only psychological.