Hi all!
I'm new on these shores, and I really need some good advice from you guys. It's a lot of time I'm trying the right engine to realize what I've got in mind. Anyone knows Etherlords? I hope...That's the kind of game I'm trying to realize. I've used Ogre, but no multiplayer and GUI support (or not so easy to add). I've tried Torque, but too many limitations (license) and to hard to use with my tools. Then I've seen 3D Game Studio, ma it's not really cheap
I've always heard about RF, but I've never tried it out. So I think that' the right moment to start, but I need some answers before start.
- Can I model Actors and their animations with 3D Studio Max 5/7/8? if so...how hard is putting the into the engine?
- To make a turn-based game I need to heavily modify engine scripts? if so...I need a C++ programming platform like Visual Studio?
- RF has a multiplayer support by itself? LAN and/or Internet?
- What's a good poly-count for a GOOD actor to use in RF?
thx to everyone will answer my questions.
I hope I've written in the right section....otherwise I hope a moderator can move this topic to the right one.
PS: sorry for my english, I'm Italian ^^
bye
Turn-based game: how difficult with RF?
Turn-based game: how difficult with RF?
"You must have caos inside to create a wonderful star"
Hi and welcome! RF is realy (in my experience) the best easiest to use but also limitless in potential, due to the fact that you can tweak ANYTHING in RF.
Well as far as your questions,
you can make models for actors and animations with 3D Studio Max 5/7/8 but you will need MilkShape 3D as a go between, to export models into .BDY and animations into .MOT witch you can then compile into an actor, a good poly count now is about 500-700, but in the new RF2 (using the Irrilict graphics engien) your pollys will skyrocket! As far as multi player, this is a working project and although there has been little progress in that department, I think there will be greater multi player support in RF2, (not sure though) And as for the turn based thing I am not exactly sure what type you want? Mabey you should be more clear? But I do know that there is little support for a cursor 'IN GAME' but with a little scripting in the very easy to learn Simpkin Programming language and you should be able to get some kind of Turn based thing going, but for that question I think Juutis, AndyCR, or Maker of Games would be more quallified to help you out!
Again welcome to RF!
(but why do you want to create a TBS any way?)
Well as far as your questions,
you can make models for actors and animations with 3D Studio Max 5/7/8 but you will need MilkShape 3D as a go between, to export models into .BDY and animations into .MOT witch you can then compile into an actor, a good poly count now is about 500-700, but in the new RF2 (using the Irrilict graphics engien) your pollys will skyrocket! As far as multi player, this is a working project and although there has been little progress in that department, I think there will be greater multi player support in RF2, (not sure though) And as for the turn based thing I am not exactly sure what type you want? Mabey you should be more clear? But I do know that there is little support for a cursor 'IN GAME' but with a little scripting in the very easy to learn Simpkin Programming language and you should be able to get some kind of Turn based thing going, but for that question I think Juutis, AndyCR, or Maker of Games would be more quallified to help you out!
Again welcome to RF!
(but why do you want to create a TBS any way?)
My Deviant Art - http://black-crusader.deviantart.com
It is possible to create a turn based game with RF but it requires some serious scripting. 'Scripts' in RF are used to control things called 'pawns', usually they are the enemies or neutral characters in a game, but it is also possible to make a pawn control the whole game. The gameplay is highly customizeable with scripts.To make a turn-based game I need to heavily modify engine scripts? if so...I need a C++ programming platform like Visual Studio?
You don't have to modify the engine at all to make a turn based game. You don't need any kind of programming platform either, since the scripts don't need to be compiled. You can write them ie. in notepad.
The multiplayer doesn't work currently. Of what I've heard, it only allows players to join a server and see each other. Any other kind of data transfer isn't possible.RF has a multiplayer support by itself? LAN and/or Internet?
***EDIT***
Oh, and welcome to the forums!!!
Pain is only psychological.
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Welcome to the forums!
Now, I need to correct psYco, you will not need milkshape to get actor files. RF comes with a program called Actor Studio. That program can use .act .bdy, .nfo and .max to create a character.
Currently RF can only do very low polygon games. Characters should be no more than 1000 polygons, and preferably around 700. As for the world polygons, RF can render anywhere from 1000 - 3000 polygons on screen depending upon how many scripts are running, your CPUs power and other factors. Now those numbers are to have nice playable frame rates of 30 or more frames per second.
*EDIT* I use 3000 because I know another user, Tabulanis, has made a game with 3000 polygons on screen running at 30 frames per second. Please correct me if I am wrong*end Edit*
There is another better RF in the works called RF2 but don't wait anything for that. That wil not be finished for a long while.
Now, I need to correct psYco, you will not need milkshape to get actor files. RF comes with a program called Actor Studio. That program can use .act .bdy, .nfo and .max to create a character.
Currently RF can only do very low polygon games. Characters should be no more than 1000 polygons, and preferably around 700. As for the world polygons, RF can render anywhere from 1000 - 3000 polygons on screen depending upon how many scripts are running, your CPUs power and other factors. Now those numbers are to have nice playable frame rates of 30 or more frames per second.
*EDIT* I use 3000 because I know another user, Tabulanis, has made a game with 3000 polygons on screen running at 30 frames per second. Please correct me if I am wrong*end Edit*
There is another better RF in the works called RF2 but don't wait anything for that. That wil not be finished for a long while.
Think outside the box.
To go on an adventure, one must discard the comforts and safety of the known and trusted.
To go on an adventure, one must discard the comforts and safety of the known and trusted.
Oh I see now, sorry MoG I was under the impression that Act Studio Needed BDY files no I see that it will accept other file types sorry.
And I was under the impression that RF2 was way under way, (does it have an ETA?)
And I was under the impression that RF2 was way under way, (does it have an ETA?)
My Deviant Art - http://black-crusader.deviantart.com
actually, the most stable are .bdy and .mot since they were specifically designed for Genesis3D. There are converters as well as exporters for other modelling suites besides ms3d, but ms3d is mainly what most of us use.
.act files cant create an actor, since that is what they already are. I don't believe .max works for the newer versions of 3ds Max, and i don't think .nfo works either, but correct me if I'm wrong.
.act files cant create an actor, since that is what they already are. I don't believe .max works for the newer versions of 3ds Max, and i don't think .nfo works either, but correct me if I'm wrong.
Welcome to Reality Factory, Il_Drugo. Here you will find a wonderful set of tools to make terrific 3D games and a solid community to help you along the way.
I would stick with Milkshape3D. BDY and MOT files. I have created static actors using Truespace 3.2 and Truegene. That will create an actor file. I've never tried to make an animated actor that way. If you want to model in another program, just make sure it can export into a format which MS3D can import. I really like anim8or - http://www.anim8or.com
Totally free and it has a great community to help you along as well.
RF2 has no ETA whatsoever. It is an admirable project being undertaken by AndyCR and one helper at the moment named Dave. Both are very talented programmers, but can can only achieve so much as they go. Anyone who is experienced in C++ Game programming is more than welcome to contact them by PM or just in the general section of the forum to offer their assistance.
I would stick with Milkshape3D. BDY and MOT files. I have created static actors using Truespace 3.2 and Truegene. That will create an actor file. I've never tried to make an animated actor that way. If you want to model in another program, just make sure it can export into a format which MS3D can import. I really like anim8or - http://www.anim8or.com
Totally free and it has a great community to help you along as well.
RF2 has no ETA whatsoever. It is an admirable project being undertaken by AndyCR and one helper at the moment named Dave. Both are very talented programmers, but can can only achieve so much as they go. Anyone who is experienced in C++ Game programming is more than welcome to contact them by PM or just in the general section of the forum to offer their assistance.
Steve Dilworth - Resisting change since 1965!
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It has been underway (also counting the design process) for well over a year. There is no ETA, but I will say that it will not be out this year.psYco wrote:And I was under the impression that RF2 was way under way, (does it have an ETA?)
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085