Updated Online Help for RF 0.72A
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
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Updated Online Help for RF 0.72A
I've updated the docs for the current RF release. They can be viewed online at
http://dhost.info/realityfactory/onlinehelp/index.htm
I'll zip them up for download later today
Main updates include:
Menu System
Pawn Scripting
Bump Mapping
Entity Reference
http://dhost.info/realityfactory/onlinehelp/index.htm
I'll zip them up for download later today
Main updates include:
Menu System
Pawn Scripting
Bump Mapping
Entity Reference
thanks Quest, this is great.
i do have one more question though, which i could be totally wrong about cause i haven't followed the scripting developments completely. but i remember Pickles saying something about using what he called a "hash-table" instead of if-then commands. it seems like this was supposed to replace the if-then commands and as a result if-then no longer worked. does this still apply or did this get dumped?
i do have one more question though, which i could be totally wrong about cause i haven't followed the scripting developments completely. but i remember Pickles saying something about using what he called a "hash-table" instead of if-then commands. it seems like this was supposed to replace the if-then commands and as a result if-then no longer worked. does this still apply or did this get dumped?
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
The docs are available for download at
http://dhost.info/realityfactory/docs.htm
http://dhost.info/realityfactory/docs.htm
Excellent! Just wanted to ammend:
ResetAnimate(char *Animation, char *BoneName );
This is a useful command that can help position a pawn using an animation. For example...
Say an animation moves a pawn forward 32 texels. In RF, the 'real' posiiton of the pawn would still be 32 texels back. With this command, the pawn will start a new animation and position itself to the position of the specified bone, from the previous animatiton.
>>whatever happened to him BTW<<
He's building "RF2000." Here's what he has so far....
- DX9 renderer with full HLSL support.
- Complete physics system.
- Inverse kinematic bone control.
- Skeletal animation with vertex weighting
- Morph target animation with audio syncronization.
- Octree / Ocllusion system used for level geomtry
- Full multiplayer support for up to 8 players
- 3d particle system
- DEM support for terrain
- Many player and vehicle entities
Just stopped by to see how things were going. Everyone owes Daniel a big hand for keeping it alive. Anyways, see you in another 3-4 months.
ResetAnimate(char *Animation, char *BoneName );
This is a useful command that can help position a pawn using an animation. For example...
Say an animation moves a pawn forward 32 texels. In RF, the 'real' posiiton of the pawn would still be 32 texels back. With this command, the pawn will start a new animation and position itself to the position of the specified bone, from the previous animatiton.
>>whatever happened to him BTW<<
He's building "RF2000." Here's what he has so far....
- DX9 renderer with full HLSL support.
- Complete physics system.
- Inverse kinematic bone control.
- Skeletal animation with vertex weighting
- Morph target animation with audio syncronization.
- Octree / Ocllusion system used for level geomtry
- Full multiplayer support for up to 8 players
- 3d particle system
- DEM support for terrain
- Many player and vehicle entities
Just stopped by to see how things were going. Everyone owes Daniel a big hand for keeping it alive. Anyways, see you in another 3-4 months.
......erm, i guess that was you pickles,? if so sup dude, if not.....sup guy who know the where about's of pickles.....
anyhow RF2000 you say, that's a pretty nifty feature set you got there,
Speak about, outta the blue, all those wonderous toy's to play with this looks very promising....i hope it see fruition, but i'd leave it to pickles He good at pulling through!
however keeping the idea under wraps is a good way of peeps from saying....."is RF2000 ready yet?"
i know gekido, polygone, vexator and dorkula all suffered from this plague, even mete over at milkshape3d said he wished that he never mentioned milkshape 2.0.
g'ah i made that sour, sorry!
cool keep us posted mr. guest.....strange mysterious bringer of good fortunes,
sorry y'all better lay off the coffee for a while.
anyhow RF2000 you say, that's a pretty nifty feature set you got there,
Speak about, outta the blue, all those wonderous toy's to play with this looks very promising....i hope it see fruition, but i'd leave it to pickles He good at pulling through!
however keeping the idea under wraps is a good way of peeps from saying....."is RF2000 ready yet?"
i know gekido, polygone, vexator and dorkula all suffered from this plague, even mete over at milkshape3d said he wished that he never mentioned milkshape 2.0.
g'ah i made that sour, sorry!
cool keep us posted mr. guest.....strange mysterious bringer of good fortunes,
sorry y'all better lay off the coffee for a while.
i indeed would like to know who this mysterious Mr. Guest is... he referred to Pickles as "he" so I assume it isn't Pickles himself... either way, this sounds phenominal! is it an extension of rf (my guess) or an entirely new engine?
also, look here:
Here's what he has so far....
which mesans that this "RF2000" already HAS all those features! amazing...
also, look here:
Here's what he has so far....
which mesans that this "RF2000" already HAS all those features! amazing...
Not using Genesis I hope?
I'm hoping that Dan isn't using Genesis code at all for this project, otherwise you're basically developing something that ends up being tied under the Genesis / Wild Tangent umbrella...
Otherwise, can't wait to see what this produces...
Otherwise, can't wait to see what this produces...
I just skimmed over the doc's, I couldn't find a section on sphere-mapping, either i'm too tired and missed it completely or it aint in there....
just need the prefixes again..
EDIT: (never mind I found it on the ladder act included with the release)
sorry if it is in there, (please tell me im tired....spent 15 minutes hunting it down).
but i think this should be included if it isn't, for newer members who are unaware of it.
just need the prefixes again..
EDIT: (never mind I found it on the ladder act included with the release)
sorry if it is in there, (please tell me im tired....spent 15 minutes hunting it down).
but i think this should be included if it isn't, for newer members who are unaware of it.