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Posted: Sun Jul 01, 2007 2:13 pm
by RHzk
Alright, I dont adding model now. Now I create my world (models) in RFEditPro. I can create the open spaces, not room only? :? :lol:

P.S. Why do not answer? :(

Posted: Mon Jul 02, 2007 8:20 pm
by Ryan
Its kinda hard to understand what you are trying to ask (I understand the langauge barrier) also, this community loves to help fellow game developers in learning RF, but it gets a little anoying haveing to be the whole "manual".

Cheers mate!

Posted: Tue Jul 03, 2007 2:12 pm
by RHzk
Ryan wrote:Its kinda hard to understand what you are trying to ask (I understand the langauge barrier)
I know, but you realy not understand what I say? I say - I will be create my world in the RFEditPro now. Becouse I cant adding my model (make in 3D Max) in RF! I have *.3dt model format, but RFEditPro cant import... :roll:

Posted: Tue Jul 03, 2007 4:21 pm
by Ryan
You cant import it directly into RF. You first have to get a program called milkshape, import your model into milkshape and export as a BDY. Once this is done, take the model and convert it into an .act using Astudio. And there ya go. And ya, I really dont understand what you are trying to say somtimes. But ill try to help ya anyway. Also, preferably, you model should be in 3DS format, not .3dt.

Get Milkshape Here: http://chumbalum.swissquake.ch/ms3d/download.html

Anim8or: http://www.anim8or.com/main/index.html (A very nice, and easy to learn modeling program that alows you to export in 3DS) ive been using it for almost 3 years now.

Hope this helps!
cheers

Posted: Tue Jul 03, 2007 6:08 pm
by scott
none of the 3dt exporters for programs work, you have to get it to .act, this can be done by severel ways and ryan mentiond one of them. look in the Reality Factory manual for importing models.

Posted: Wed Jul 04, 2007 1:21 pm
by RHzk
Thanx for hellp me guys! Ryan, I have allready Milkshape and I did that earlier (in the previous posts), but I make a mistake.
Scott, I shall be read RFManual again about Import models in RF...
Thanx again for hellping me! :oops:

Posted: Wed Jul 04, 2007 1:52 pm
by scott
its about a third down the list on the left side called "Forum Tips: Actor Creation" it gives the steps on how to get models into RF

then once that has been done you use either StaticEntityProxy or StaticMesh wich are entities further down the list

once you have your models from act studio put them in the media/actors folder.

if you follow these steps and it still dont work post again and i will link you to a thread with the solution (i will have to find it or else i would give it you now)

Posted: Fri Jul 06, 2007 9:20 pm
by RHzk
Я создал новый проект -> убрал пометку c "Use Project Directory" -> выбрал "3DS MAX (.max) -> добавил свою модель в формате *.max -> нажал кнопку Build, потом выдает ошибку. :(

Posted: Fri Jul 06, 2007 9:54 pm
by Jaguar_jwg
Sorry I didn't respond. I was checking the Feature Request for your post. I didn't realized it moved.
Now where are you? Did you run any of the RF demos? Do you need help on using 3dMax and Milkshape?
Did you get the Panda DirectX importer for 3dMax? Have you been able to get any of your models in RF?
Give me a few answers on these, and I'll see if I can give you a little push.

Posted: Fri Jul 06, 2007 10:02 pm
by paradoxnj
He is saying that he modelled his work in RFEditPro and has a 3DT file saved. You now have to compile your level. In order to do that you need at least 2 entities. EnvironmentSetup and PlayerSetup.

You have to attempt to understand the book. I know there is a language barrier, but RF is an English product. Unless someone is willing to translate the entire manual into Russian, you're pretty much going to have no choice but to read the English manual. If you cannot or do not want to do this, then I'm not sure how English speaking posts will help you at all either. If you can understand the forum posts in English, you should be able to understand the manual to a certain degree. You have to try to help yourself here.

Posted: Fri Jul 06, 2007 11:51 pm
by darksmaster923
testing page one of manual

Файл RealityFactory.ini



Следующее - записи, которые могут быть изменены в realityfactory.ini файле.

GameName


название, которое появится наверху окна
PlayerName название игрока

PlayerAvatar


актер, который будет использоваться как игрок

Меню


ini файл, содержащий информацию для структуры меню

PackFile


файл VFS, который содержит ресурсы игры

StartLevel


файл BSP, используемый для стартового уровня
LevelDirectory
BitmapDirectory
ActorDirectory
AudioDirectory
AudioStreamDirectory
VideoDirectory
MIDIDirectory

Положение Оружия


если проверено тогда расположение оружия через NumPad активно
Заготовка леса если проверено тогда более детальная заготовка леса выполнена

Диалог Использования


если проверено тогда активизируют диалог груза уровня при запуске
ShowTrack если проверенные тропы показа в игре
FullScreen игра, которой управляют, в fullscreen или windowed способе
Ширина ширина экрана
Высота высота экрана
Renderer аппаратные средства или программное обеспечение
Водитель видео водитель, чтобы использовать (d3d, d3d16, opengl, провод)
UseDirectInput если ложно тогда DirectInput не используется (никакой джойстик)
UseCharSelcet если истинное меню выбора характера использования
UseNameSelect если истинное использование playername меню выбора
UseDifficultLevel если истинное меню уровня трудности использования
UseFirst если истинное использование 1-ая эмблема
UseCutScene если истинное использование cutscene в 1-ой эмблеме
SplashScreen определяет экран всплеска, чтобы использовать
SplashAudio определяет аудио экрана всплеска, чтобы использовать
CutScene определяет сцену сокращения, чтобы использовать
UseSecond если истинное использование вторая эмблема
UseCutScene1 если истинное использование cutscene в 2-ой эмблеме
SplashScreen1 определяет экран всплеска, чтобы использовать
SplashAudio1 определяет аудио экрана всплеска, чтобы использовать
CutScene1 определяет сцену сокращения, чтобы использовать
DefaultDifficulty трудный уровень по умолчанию
DefaultLanguage язык по умолчанию, чтобы использовать (должен соответствовать отобранному menu.ini),

Когда расположение оружия активно, Вы в состоянии переместить оружие представления в 1-ое представление человека, используя ключи NumPad.

Когда Диалог Груза UseLevel активен, Вы в состоянии выбрать стартовый уровень во времени выполнения через файл открытый диалог. Это будет по поездке стартовый уровень от ini файла.


if that works.......
use
http://www.freetranslation.com/
or babel fish
http://world.altavista.com/
and use english to russian translator (I DONT KNOW RUSSIAN!)

Posted: Mon Jul 09, 2007 5:30 pm
by Ryan
Any luck RHzk? Did that translation work>

Posted: Mon Jul 23, 2007 2:41 pm
by RHzk
Thanx for Alta Vista! I got it! For .bdy I got it, but for .max I cant-it shows:

"Actor doesn't exist:
'sphere.NFO' out of date. (Doesn't exist)
Error: Did not locate 3DS MAX plugin: 'X:\Program Files\3D Studio Max 9.CPR\Autodesk\3ds Max 9\Plugins\NFOEXP.DLE'
Error: Plugin missing. Max export halted.
Error: unable to complete 3DS MAX script and export step for Make_Actor"

Sphere-it my model (sphere) make in 3D Max. But when I create in .bdy it work...
3DS MAX plugin work any on .bdy? Why not working for .max model format?

So, I got how make .bdy model and I have now 3 files its: sphere.act, sphere.apj and sphere.bdy. What do I need whith them?
Is anyone help me my friends?
(Is .bdy-OK. Is .max-not ok. :( )
P.S. I write this myself, without the translator. You realy want to help me and I purshiating (greatful) for this. Thanks you guys! 8)

Posted: Mon Jul 23, 2007 8:19 pm
by darksmaster923
the dle file for max is only for 2.5 i think
there is no version for max 9 only below 8
if you have an act file made, put it in media/actors/ so you can use it
you use act models differently
for pawns
define it in pawn.ini
for level geometry
add a staticmesh entity then define the model in its properties
for weapon
define it in weapon.ini

Posted: Mon Jul 23, 2007 8:24 pm
by LtForce
Can Static Mesh pawns use scripts and stuff? I'm always adding it as Pawns