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Posted: Sun Feb 25, 2007 6:20 am
by hike1
There are a bunch of Pickles' games and Steven8's on a filefront site
somewhere, but I don't see the link, maybe
Daniel knows?
RF FAQ
http://terrymorgan.net/rffaq.zip
links to federico's demos
http://terrymorgan.net/asylum.htm
http://terrymorgan.net/download.htm, has
tuts, the 1st asylum demo.
There aren't many actual games made with RF. The only one I know is psYco's School of the Dead
Finally, after 7 years, someone made an ACTUAL game! Really must get that one.
Posted: Sun Feb 25, 2007 6:55 am
by hike1
Posted: Sun Feb 25, 2007 12:31 pm
by Sph!nx
Thanks
I've bookmarked it! I already collected a huge amount of documentation (kudos for that!!) and I'm ready to dive in now
Posted: Sun Feb 25, 2007 6:09 pm
by GD1
regarding the "null" texture. In RF we don't use a texture for this. instead, in RFEditPro, under the face attributes dialog, just simply set the face to "SKY". I do however highly recomend using GTKRadiant for your mapping and then importing the map into RF for texturing.
RF can handle anything Half-Life1 could. Probably even more. you guys are experienced so i'm sure you'll figure that out pretty quickly. just experiment with the entities and try to think outside of the box. just cause a feature says it exists for one reason doesn't mean it can't be used for another purpose.
Posted: Tue Feb 27, 2007 7:37 pm
by Sph!nx
Experimenting with the editor and converting maps .. everything seem to work fine
Modelling (actor creation) is next on the list. I was reading some documentation on the matter and found out it is, like mapping, very similair to HL. Just one quick question that's been on my mind.
Although I have not researched it im asking anyways
Does actors need any specefied bone
names? I know animation names are important so the engine (defined in the script, right?) knows what animation to perform.
And onther small question!
I know how to make animations in Mislkhape, but are there any other animation programs that you can recommend?
Thanks a bunch
Posted: Tue Feb 27, 2007 8:02 pm
by Juutis
The bones' names don't matter. Nothing about them is hardcoded in the engine ( ... I believe ). Just make all of them have a different name... though most of the 3D modelers won't let you have 2 bones with the same name, I guess.
About the animation names:
The things that matter there are the names of the actual animation files (.mot-file if you're using MilkShape) - not the name you give them in ActorStudio.
Posted: Tue Feb 27, 2007 9:27 pm
by Sph!nx
okay, thanks
Adding new animations to new actions for a NPC (enemy) characters is possible right? But I understand it is a little more tricky for the player. It has something to do with hardcoded actions and such.Correct me if I'm wrong. Is it possible to create a player entity (script) from scratch and basicly make a new model (with new bones and anims + additional anims) thus also giving the player new actions to perfom?
p.s nice forum, quick replies
Posted: Tue Feb 27, 2007 9:42 pm
by psYco
well, basically all this can be done in your player script. Just change the model that the player uses, and add in whatever animations you need, using the same commands that are already there for the basic animations that are already put in.
Then if say you wanted to give the player a new action, you would have to script it and then just referr back to where you defined the animation, so the player knows which animation to play.
I hope this helps
Posted: Wed Feb 28, 2007 6:24 pm
by Sph!nx
Great, thanks alot!! Still experimenting a bit with the editors features and building worlds. Great stuff!
Posted: Tue Mar 06, 2007 5:32 pm
by Sph!nx
Well here's some models for the project I made quite some time ago:
I made them a while ago for HL. I understand I have to make a new skelleton with animations before I can convert them to RF.(dont want to get involved with legal issues) I do now how to make bones and animations in MS but perhaps someone can suggest a better (free) animation program?
Posted: Tue Mar 06, 2007 5:51 pm
by AndyCR
I personally would suggest gmax.
Posted: Tue Mar 06, 2007 5:53 pm
by Juutis
Great looking models!
How many polys do they have?
Posted: Tue Mar 06, 2007 6:12 pm
by psYco
yeah those models are really nice. great work.
Posted: Wed Mar 07, 2007 5:46 pm
by Sph!nx
Thanks guys! These models are actually quite old. I have improved mutch more since then.
Juutis :
Well I would have to check if you want the excact polycount if you need it but it's quite low compared to the avarage custom model for Half-life.
AndyCR :
Well the beta tests and development of svencoop is demanding quite some time of our own team as wel. I am however doing this aswell so its kinda a one man show atm. That means I have to do modelling, mapping 2D art all by my self
and learning RF. That leaves little room to dive into Gmax as well.
Posted: Wed Mar 07, 2007 6:10 pm
by Juutis
Well I would have to check if you want the excact polycount if you need it but it's quite low compared to the avarage custom model for Half-life.
Yeah, when taking a closer look they are kinda lowpoly and simple, but the textures hide it very well. The textures are pretty fantastic, actually. I see you have a lot of talent... can't wait to see what you can do nowadays - with these '
improved skills'.