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Im new to anything. Can I make games with this?
Posted: Sun Jan 08, 2006 12:48 am
by Mike JezZ
On the features page, it says I need no programming skills and so on. is this true?
The only knowledge I have with former gaming is mapping design for several games. (FPS)
Can I make games with this?
Posted: Sun Jan 08, 2006 12:59 am
by AndyCR
yes, you can, and yes, there is no programming required, although it uses an extremely simple scripting system for enemies, and you can just use templates for that and not have to script either if you really want.
if you;ve mapped for other fps games, you have the perfect head-start for learning rf. most of rf behaves very similarly to mapping for an existing fps.
heres a get-started tutorial:
http://www.freewebs.com/andycr/realityfactory1.htm
also, check the docs section, read through the manual, check out the book there (though its a bit outdated and some things have changed since then) and most of all, welcome to the forums and enjoy rf!
Posted: Sun Jan 08, 2006 1:18 am
by Mike JezZ
Well, it doesnt scare me, actually.
What types of games can I make with this? And is MP supported?
I also searched the forum for posts, since im new and quickly want to learn something about this awesome tool
This guy
viewtopic.php?t=379 have made a simple game with models from
http://www.planetquake.com/polycount/in ... suhi.shtml
How to import those models? And what models can I import?
Posted: Sun Jan 08, 2006 2:14 am
by AndyCR
multiplayer is not currently supported, except for walking around and seeing other players (no fighting).
get good at writing pawn scripts, and you can make nearly any type of game. the easiest by far however is a fps. i suggest you start with an fps.
the thread you talked about was about a game which was not made with rf. you can import any model you want, if you have the appropriate modeling software to convert it.
heh
Posted: Sun Jan 08, 2006 3:44 am
by Voltare
if you can make good maps in quark or qeradiant, then this editor is going to seem familiar to you. You're still reshaping blocks, just using a slightly different way of doing it.Adding models is simple.Make/find model, use either the gmax to act tool, or the truespace truegene tool, or use milkshape to make g3d .bdy and .mot files, the use actor studio to create .act.I think there's even a max 2&3 exporter out there......
Posted: Sun Jan 08, 2006 9:29 am
by Guest
Whats the easiest way for me to import models for my game?
It supports all models? UT2004 and so on?
Posted: Sun Jan 08, 2006 9:33 am
by Mike JezZ
Sorry forgot to login
Can you please give me any tutorial for a freeware game if possible, how to convert and import? That would be so lovely.
And how do you make the models alive?
And I have installed RF, as you all know...
But there is some sort of a demo? How do I get rid off it? Just to make my own RealityFactory.ini?
Posted: Sun Jan 08, 2006 1:12 pm
by QuestOfDreams
Whats the easiest way for me to import models for my game?
It supports all models? UT2004 and so on?
No, RF only supports .act files as models. You need a modeling program that can export to a format RF can use (Milkshape3d, GMax, Truespace, 3d Studio Max).
And how do you make the models alive?
You animate them in your modeling program.
But there is some sort of a demo? How do I get rid off it? Just to make my own RealityFactory.ini?
You can make your own levels, characters, graphics and sounds and then just modify the different .ini files to use them.
As for the start level this would be in fact the RealityFactory.ini file (as long as you don't use character selection in the menu as shown in the demo, otherwise the starting level can be specified in the character.ini file). RealityFactory.exe becomes your game exe, you can rename it to whatever you want.
Posted: Sun Jan 08, 2006 4:11 pm
by Mike JezZ
How do I import textures? I found the image converter, but cant get my images to be seen in the editor.
Posted: Sun Jan 08, 2006 4:25 pm
by QuestOfDreams
RF FAQ
Q. How do I make a texture library (.txl)?
A. Open up RFpack.exe and a copy of Windows Explorer pointing to the directory where your textures (.bmp or .tga files) are located. The textures must be square and any power of 2 in size (16x16, 32x32, 64x64, 128x128, 256x256 etc.) and can have a color depth of 8 bit, 16 bit, 24 bit or 32 bit (.tga files only).
Drag&Drop your textures into the empty list on the left. Save your txl file.
Run the editor, load/create a map. Go to Project->Level Options, browse for your txl file. Press okay, textures will be loaded.
Posted: Sun Jan 08, 2006 4:47 pm
by Mike JezZ
Ty
Well, I just read another topic about where you could import models from fx. polycount to this engine
Is it possible to find any 3d models for this engine?
Posted: Sun Jan 08, 2006 7:41 pm
by hike1
Posted: Sun Jan 08, 2006 11:38 pm
by Mike JezZ
Ty so much for all this help to an annoying noob like me
(I guess I am hehe).
One more thing:
I have seen, that you cant get far without models. Is this easy to make? I've downloaded Gmax, and maybe if there were som easy tuts or video tuts any1 had good exp with, I would be thankfully!
Posted: Mon Jan 09, 2006 1:14 am
by Spyrewolf
there are a few good sites with tute for model making but bare in mind modelling is an artform and requires a bit of practice,
Animatrix is a member on this forum and has made Countless models for the community models can be used however we see fit, do a search on the forum with his name.
also for creating your own stuff from scratch some good tute sites are
http://www.poopinmymouth.com <- ignore the name the site is actually very good!
http://www.psionic3d.co.uk
these are my personla favorites for modelling help / both use different packages but the basic principals are pretty much the same through all programs.
Posted: Mon Jan 09, 2006 8:50 am
by Mike JezZ
I have looked at blueprints AND the tutorials, and it doesnt seems to be THAT complicated. I give it a shot
You can also make maps with the modelling tools, thats cool =)