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Author Topic: car selection screen  (Read 3023 times)

« on: October 25, 2009, 03:06:08 PM »
hello. im working on a racing game. so far, i call it Rad Driving. (lol 3d rad driving game called rad driving lol)
so i was wondering how you could make a car selection screen. originally i didnt know and i didnt have a forum account so i just thought i would have a different car each track. but i decided no i will ask on the forums so is it possible to make a car selection screen for players to choose a car they wish to drive?
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PsychoWeasel9

« Reply #1 on: October 25, 2009, 04:31:56 PM »
I want to know that too
« Reply #2 on: October 25, 2009, 05:01:39 PM »
Yes you can do that.
All you have to do is passing variables from one level to another.
You can easily do that with a .txt file. (look in the "FILE FUNCTIONS" section of the Script Reference and look here http://www.3drad.com/forum/index.php?topic=2130.0).

There are other ways to pass variables, but this one seem to be the easier.

PsychoWeasel9

« Reply #3 on: October 26, 2009, 03:03:57 PM »
You call that simple? ???
« Reply #4 on: October 27, 2009, 07:24:27 PM »
yeah is there anyway 2 do that without coding?
EDIT: i guess not but i don't know anything about coding in any language
EDIT: except GML
« Last Edit: October 28, 2009, 07:21:20 PM by thegamemaster13 »
visit mah site for awesomeness!
LOL Fest is a youtube series i made with my friend it will be awesome in the future we have 2 episodes now so go watch them on the website that i made for the series that i made with my friend it will be awesome in the future we hav...
http://lolfest.yolasite.com/home
« Reply #5 on: October 27, 2009, 07:58:59 PM »
it could actually be possible, but with certain limitations.

you should use only one key to select car, looping the options (for example, start with car 1, <space> to choose car 2, <space> to choose car 3, <space> to choose car 1 again, and so on) with that key and selecting your choise with a second key (for example <enter>).

you should use the counter object, here is the value for the selected car, you setup it to start at 1 (car 1) and set the maximum to the max number of cars (for example 3 for 3 cars), and select the option to go back to start at 1 again with counter hit 4. you link the counter to an event on input (for example <space>, to pass the cars) and here you have the car selection.

to show the cars you use event on value linked to the counter object and hide and show cars according to the counter current number.

in the counter object (here's where you avoid scripting) you use the option to pass the value to a cross project file.

when you hit <enter> (to select the choosen car ) you call a exitFade object to close this project and call the next one, the cross project file you specified in the counter object one.

NOW!! here in this second project (the race), you have another counter object with the previous "select car screen" project file in cross project file to retrieve the number of choosen car, and using event on value to read the counter object value you start/stop and hide/show the right car.

and that would be it!  :o

theoretically speaking :P
« Last Edit: October 27, 2009, 08:01:03 PM by loop »
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« Reply #6 on: October 28, 2009, 12:36:04 AM »
Well done, loop........very comprehensive !
You should be putting together some tutorials on "How to Use 3D Rad without Scripting" !  ;);D ;D
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« Reply #7 on: October 28, 2009, 06:56:48 AM »
Hello Gamemaster ;D

You should probably start off by having the same car object, but changing only the skinmesh. So you would need to have other similar car meshes(With similar dimensions in terms of body lenghth etc.).  If you look at my demo, you could probably use the same method I used to change colors. ( http://www.3drad.com/forum/index.php?topic=2865.0) What you do is create extra folders with the different "Cars" you want the user to select inside the main car skinmeshes folder. For instance, in my case I have My jaguar. Inside the jaguar folder itself I would create a folder with a "ferrari" mesh,  a folder with a "lamborghini" mesh and a folder with the default mesh(For backup purposes) for example.  The only thing you would need for the script would be to use the "iFileCopy()" to over-write the default skinmesh that rad uses when looking for the default "Jaguar" skinmesh.

The pseudocode  would look like this:

If (the ferrari sprite is clicked)
1. refresh the skinmesh with the ferrari mesh.
2. Copy the skinmesh from the ferrari folder to the jaguar folder.

If (the lamborguini sprite is clicked)
1.Refresh the skinmesh with the Lamborguini mesh.
2. Copy the skinmesh from the Lamborguini folder to the jaguar folder.

The next tracks that load, will automaticly load the mesh selected by the user because you've overwritten the mesh with the new one ;) Once you get rad a little better , then try to change the actual car object itself, or access the car objects parameters through script altering the data to suit the model you just chose etc. Hope this helps  ;)
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« Reply #8 on: October 28, 2009, 08:22:56 AM »
Thanks!! This is so helpful. :D I would think the same can be done to chose a level?? I would like to see a sample project containing a menu that has a car select and level select. As soon as I learn this concept, I will make one if no one beats me to it. :P ;D
« Reply #9 on: October 28, 2009, 09:01:32 AM »
Sure  ;)
Note:
Once you compile the project , you have to manually copy over any folders you created since Rad wont do it  ;) You'll no if you forget this because you will get a " Cannot load 000_shadow!" error box and the project will crash ;D
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« Reply #10 on: October 28, 2009, 04:13:49 PM »
Weapon121,
I dont really understand the point (2), "Copy the skinmesh from the ****** folder to the jaguar folder."

you mean you do this before, like developer?, or in runtime you actually copy this skinmeshes from one folder to another??
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« Reply #11 on: October 28, 2009, 04:45:20 PM »
Yes, this is done runtime while on the selection screen. Just like in my color selection screen. This is just the pseudocode for it, so you would of course put in the actual code for it  ;)
« Last Edit: October 28, 2009, 04:46:56 PM by Weapon121 »
Roll out!
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Do you have kids between the ages of 3 and 9?

http://www.amazon.com/dp/B007K1EFC6
« Reply #12 on: October 28, 2009, 05:02:26 PM »
ok,
you dont really need to copy the skinmesh from one folder to another.
when you refresh the skinmesh, I assume you are using iobjectrefresh, you can specify the folder for the new skinmesh, so you can have a structure like this:

cars/
cars/jaguar
cars/ferrari
cars/lamborghini

and in the iobjectrefresh to refresh the skinmesh just put the route for the selected car.
this way you dont need to copy nothing at all.

Im telling this because if you the day of tomorrow want to protect your game (molebox it or whatever) you should left all the art outside and unprotected to be abble to actually copy it, OR AT LEAST, copy it to an unprotected writeable folder and delete ir after.
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« Reply #13 on: October 28, 2009, 05:31:59 PM »
So when you molebox it, you dont have access to the iCopy function?( meaning you cant copy anything thats protected?) ???
Roll out!
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Do you have kids between the ages of 3 and 9?

http://www.amazon.com/dp/B007K1EFC6
« Reply #14 on: October 28, 2009, 05:42:16 PM »
I really didnt tried that.
I'd bet you can read it, but I dont think you can write it on a protected folder inside the  molebox...
I think you should make the copy (the write part) outside the molebox, and that would left your content unprotected.

is the same situation your config files face and have been discused already that you cant molebox these files.

anyway, you can save yourself the copy process the way Im saying, and you would need to have these files/routes anyway, so why you would want the copy process for?  :)
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