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Author Topic: FPS game creator (make first person shooters with 3drad 6.43)  (Read 32644 times)

Joe

« Reply #60 on: March 09, 2010, 12:05:59 PM »
sure does, runs just fine :)

have a gateway laptop amd turion 64 windows xp. this model was built for 3d games. 

Joe, does the FPS game creator work on your pc?

Joe

« Reply #61 on: March 13, 2010, 10:39:09 PM »
Daniel,

FPS Creator is very well done and thanks very much for making it. I'm intending to make multi-player games because that is where I think the money is. I know you are interested in making some money also, so here are some things I would pay an extra fee to get (and perhaps others?) I'm going to "shoot for the works" here. Hope you don't mind.

1. Adding an FPS Outdoor Core. As it is, when adding rough terrain to the FPS the character rolls at startup like a ball. Not sure which object it is that is doing that. Might be the Jump routine? I think I selected all of the rigid bodies and I can't seem to locate which one is causing the rolling. I might can live without the jump if there is no way to fix the rolling.

2. Player rigid body and weapons situated at ground level. In my game players will be both indoors and outdoors, using various objects for cover, ie: trees, low walls, etc. Will need to have everything at ground level. Moving camera back to get a look, player appears to be about three or four feet off the ground which probably provides much better shooting angles for low targets and is completely unnoticeable in 1 player FPS games, but obviously that would take away from realism in my multiplayer game.

3. Additional weapons sighting cam with crosshair. When player wishes to shoot they must make a selection which raises "weapon cam". It would be great if this action was caused by pressing a key and keeping it held down, then using mouse to aim (moves crosshair) and left click mouse to fire. This is currently the way soldiers shoot in "battleground europe" (I think thats asking alot, but an old guy like me has to ask ) Honestly, if games like battleground europe and Aces High were playable on my laptop, I would never have gotten into this. I intend to grab the market that can't afford the maxed clocked up computer it takes to run those games, and also the people who travel a lot and simply have no access to such computers on the road. That really is an important market opportunity to tap.


Ok, I'm going to throw in the kitchen sink now!

4. Replace wood stick with grenade. Nade could be fired just like other weapons (raised crosshair)   or using a mouse click area, but obviously the nade would be seen flinging through the air in a typical arch and falling to the ground with no minimum distance but have a maximum distance of travel, and then explode on impact. The projectile example pretty much shoots fish in this manner, so a projectile pointed up might cause this effect easily.  I think players should be able to create and add a smoke nade on their own by copying the same routine.

5. Player can lay down on ground and shoot prone. This ain't the Civil War, these guys will want to take cover, especially when fighting each other.  ;D


If you are interested in any of that how much would you charge?
« Reply #62 on: March 14, 2010, 01:09:44 AM »
I think the idea is you use Daniel's framework and add the changes yourself!

Joe

« Reply #63 on: March 14, 2010, 02:09:23 AM »
I offered to pay him, whats wrong with letting the man make a little money? And you never know. He might be generous and offer to make the changes as an update. As a result he could make even more sales!

I think the idea is you use Daniel's framework and add the changes yourself!
« Reply #64 on: March 14, 2010, 09:18:27 AM »
Joe, being behind the project, Ill take the ball and answer you.

1. That may be the character object (*Character Player), specifically the Max climbable slope (in degrees) setting. You see, the character object (which is what I use for moving the player) in 3drad uses a ball by default, so that behaviour you cant get rid of it, just play with the character settings to make it less noticiable. by the way, Im telling you the jump routine have nothing to do with that behaviour, it just jump and it only work when you press the jump key.

2. camera and weapons at ground level? you mean like the player were a little leprocon?  :D Im sure I could do that for you, but is definitly not realistic, if you ask me.

3. you mean like a sniper? you would need a zoom to? or just take the weapon skinmesh out of sight and show a bigger crosshair?  ???

4. the wood stick would be the close contact weapon for which you dont need ammo, which can be a knife or bare hands or whatever you want. ofcourse, if you dont want that kinid of weapon (which would make the player depends on ammo), it can be replaced by another like the grenade. BUT, that would be only a method to make the whole thing less object heavy. I mean, the grenade still would have to be made.

5. this make conflict with point 2 (everything at ground level). you have to choose. this, as the grenade, can be made too, but both would be extras.
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!

Joe

« Reply #65 on: March 14, 2010, 12:13:38 PM »
loop, thanks very much for the reply!

1. Regarding the player character rolling around on uneven terrain: in a multiplayer adaptation this will need to be an animated soldier character which is visible to the other players (both friend and foe). The character animations with Andro in 3dRad show very satisfactory walking on uneven terrain. This is what I am looking for. Could we perhaps add in a cheap soldier model or the Jap model used for the ragdoll explosion example so our FPS soldier will have a body and walk normally?

2. No there are no leprechans in my war  ;D When I say camera and player at ground level, if you run the FPS CORE, pull the camera back and take a look, the character appears to hover about 4 feet off the ground. Again, in a multiplayer environment this will not be desirable (unless we have a game with spacemen with anti-grav units haha). So I'm wanting the character to walk on the ground and all weapons etc to be seated accordingly.

For one player FPS this is likely not an issue. This is probably only something for people wanting to build a multiplayer FPS unless there is a scene (ie: player death) where the game designer wishes to activate a camera at rear to show a death scene prior to exit or respawn (can see his character fall to ground, or blow up).

3. yes zoom would be good. not quite at the sniper level but similar. For example: In Battleground Europe ( http://www.battlegroundeurope.com/ ) the biggest and best 3D FPS that I know of, the player is normally in walk/run mode with weapon at side. if you go to that link you will see a video playing that shows exactly what i am talking about (see: 1.31 Beta Preview video, lower right)

 When they think they have spotted an enemy, they usually drop to ground or get behind a tree for some cover, then hit a key on keyboard to raise weapon where they can see the barrel sight (2nd camera: actually see part of gun barrel and using the sighting on the 3D gun barrel, just like in the preview video on page above).

Just for info: In their animation they further make it more difficult by making the player "hold breath" to keep barrel from moving up and down (raises and lowers slowly to simulate breathing effect on aiming) which is what any hunter or soldier knows you must do to fire accurately in real life.

They DO have snipers in BE with a powerful zoom, but I would not want them in my game. I think they take away from the fun too much.

4. I think I can replace the stick with grenade myself    :)

5. I think you just misunderstood my meaning about "ground level". It will not only be necessary to lie down on the ground, but I'll have to add in a "crawling" animation to go along with it.   Would be a nice start to have the lie down animation included, but if no, then I'll have to try to make it happen.
« Reply #66 on: March 14, 2010, 01:03:02 PM »
1. you can replace the character skinmesh with whatever character animated model you want. I think that you could do it yourself, would be just like replacing weapons models. I mean, the character model is there, is just hidden, althought since it wasnt made to be seen their animations are not sync to the movement (walk, idle, etc), that should be made but is definitly possible and not complicated at all.

2. gotcha!
but... mmm!!! just did what you said ("pull the camera back and take a look") in the default core terrain (core project running alone) and player looks just over the ground and no floating at all.  ???

3. will take a look at your video.

4. great! that's the spirit!

5. well, I missunderstood everything because to begin with missunderstood point 2. anyway, is possible to add the animation (look point 1, we need a model to begin with) and add the ingame-behaviour (both cam and player head target should be lowered and maybe speed decreased).
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!

Joe

« Reply #67 on: March 14, 2010, 02:45:36 PM »
Ok, when attach skybox to see better maybe? Here is what I'm seeing:
« Reply #68 on: March 14, 2010, 04:34:36 PM »
yeah well, it looks that way in the editor, but when running it looks fine. did you tried it running, can you post a screencap of the problem as you see it, running?
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!
« Reply #69 on: April 07, 2010, 02:37:49 AM »
its not working giving error on my pc earlier it was working
Thanks Everybody

human grow in groups.
« Reply #70 on: April 07, 2010, 02:40:50 AM »
can any one tell me how much polygons 3d rad can handle
Thanks Everybody

human grow in groups.
« Reply #71 on: April 07, 2010, 04:39:41 AM »
sssseveral thousands.
anyway, any slowdown or other problem you may experience with this fps game is not exactly related to a polygon number limitation.
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!
« Reply #72 on: May 19, 2010, 12:52:09 AM »
Soon I will add 5 good textured and good modeled guns to this project, that can be used commercially in your own games. But is there somehing else that I need to add/change that will encourage any of you buying this project?
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #73 on: June 01, 2010, 07:38:40 AM »
there is possibility to add as weapon swords? and on second hand shield :D

Nevarim
« Reply #74 on: June 01, 2010, 12:32:29 PM »
the weapons are just visual elements and can be replaced with whatever you want. the baseball bat or stick can be a sword, you'd just need to model it and replace the skinmesh for the bat with the sword one.
the shield would need to be made I guess, there's nothing like that.
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!
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