3D Rad - Free 3D game maker - Forum

This forum is now archived!

This forum is locked, and is a read-only version. A new community-ran forum can be found at classdev.net

News:

The 3DRad community can be found at classdev.net.

Pages: [1]

Author Topic: A tunnel network primer  (Read 1552 times)

jestermon

« on: November 04, 2011, 03:46:01 AM »
What is a tunnel network, to start off with?

Remember the Wolfenstein game? Remember Doom, Quake - heck any of the old first person shooter games. Most of them were a whole series of passages and rooms all linked together. That is a tunnel network.
Think of a tunnel network as rooms and passages that form a network of connecting areas, and then you know what a tunnel network is.

Mike dropped a 1 week challenge to make a FPS game (see forum), and it got me to thinking.  So I spent a lazy hour puting together a simple tutorial in sketchup, on how to make a network tunnel for any complexity of FPS game.

This tutorial assumes you know how to use sketchup, and only shows the steps that are needed. In essence, if you can draw a square in sketchup, then you can make a network tunnel. If you don't know how to do a certain step in sketchup, use google, there are millions of tutorials out there.

2 Zip files are provided. One contains instructions in pdf format, as well as the sketchup file. The second contains the working 1st person camera, walking around in the rigidbody tunnel.

enjoy.
« Last Edit: November 04, 2011, 04:03:20 AM by jestermon »
« Reply #1 on: November 04, 2011, 04:01:29 AM »
Cheers again Jestermon.

I certainly wouldn't have had an idea how to start with a fps tunnel network (not an area I'm interested in) however knowing this stuff helps all gamemakers.

I think you're right that a lot of the newer people to 3drad (myself included) don't know a lot of the basics. These little bits you are able to put together, really help a lot.

Not to mention, give us idea's of our own - which I think is supposed to be the point.  8)

jestermon

« Reply #2 on: November 04, 2011, 07:56:25 AM »
...give us idea's of our own - which I think is supposed to be the point.  8)
Indeed that is the point of all of my "tutorial" posts - Not to spoon feed, but to inspire others to use their own brains, and apply some of the principles, if they find them in any way useful.
« Last Edit: November 04, 2011, 11:37:04 AM by jestermon »
« Reply #3 on: November 04, 2011, 08:44:36 AM »
OMG OMG OMG :D the tunnels just Wants me to create Fps :D i will give my first try to it :) maby i'm better at fps :D
::=::Look at this ::=::
Rally game

The most important thing that happens, you usualy miss it , but after sometime you will remember
 
even if you didint noticed. Go forward and never look back

jestermon

« Reply #4 on: November 12, 2011, 08:53:59 AM »
A follow up on the tunnel network. This time and open top network as used in games like Hexen. It follows the same principles, but takes a bit more work, especially if you want things like stairs and round area.

Images of the steps are included in the zip, together with the sketchup file and a working sample project. The final rigidbody is obviously also provided. There is a little catch to this model. The sketchup model was was not done to scale, and was rescaled to Rad size with Fragmotion, using the exported .x files

V7.03+

Enjoy.
« Reply #5 on: November 12, 2011, 02:22:02 PM »
Very interesting.

After using sketchup to build the first stadium for the car football game I'm working on, I found the programme very user friendly and, more importantly, 3drad friendly.

Your projects are certainly inspiring some 'game creation' juices in the community.

jestermon

« Reply #6 on: November 12, 2011, 07:10:34 PM »
After using high-end 3D apps for years, I thought for a long time that sketchup was a kid's toy made for the 3D challenged, but I have often needed to throw together simple models like tables and chairs, and found sketchup to be ideal for rapid prototyping a model. Strangely I actually got to enjoy using the easy interface to make more and more "quick and dirty" models.
It has now become part of my workflow - especially for "block type" models. It is still a far cry from the "full on 3D megaProgs", as psikot (who hates sketchup) will agree, but it certainly has its place in my arsenal. Having seen some of the amazing things that guys have posted to google warehouse, I think that in the right hands, it is certainly an amazing tool.
« Reply #7 on: November 13, 2011, 01:42:03 AM »
For sure, Sketchup (at least not in it's current form) isn't about to challenge 3D Studio, Cinema 4D, or Blender. But as you say - it has it's place.

I was wondering if you would move the first and second tunnel examples into your tutorial thread. I just think that when it gets 'sticked', the tutorials, these examples and the add on packs Mike is working towards are going to become the first game building blocks for newcomers to 3DRAD.

They are going to become valuable tools in helping newcomers to the community see what 3DRAD is capable of. ( I think )
« Reply #8 on: November 13, 2011, 02:14:59 AM »
other programs like blender and 3dmax takes time to understand and master and sketchup also takes time but twice as less and way more fast and good when i create tracks with it for my Gymkhana style  game ;) only problem is textures becouse when i add texture to 1km x 1km ground textures seems to be small but now i made a new thing i will make 10 m x 10 m and than size it so texture would become  big or you guys have any other ideas?
::=::Look at this ::=::
Rally game

The most important thing that happens, you usualy miss it , but after sometime you will remember
 
even if you didint noticed. Go forward and never look back

psikoT

« Reply #9 on: November 13, 2011, 02:24:20 AM »
It is still a far cry from the "full on 3D megaProgs"

agree... :P
« Reply #10 on: November 13, 2011, 04:05:39 AM »
other programs like blender and 3dmax takes time to understand and master and sketchup also takes time but twice as less and way more fast and good when i create tracks with it for my Gymkhana style  game ;) only problem is textures becouse when i add texture to 1km x 1km ground textures seems to be small but now i made a new thing i will make 10 m x 10 m and than size it so texture would become  big or you guys have any other ideas?

Try using these: ".".

I love Sketchup. As said before, it's great for quickly drawing some simple stuff. I don't have any problems with textures.
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #11 on: November 13, 2011, 06:51:02 AM »
could i ask you how do yuo fit the texture? how do you make that it is perfect size? i need texture tips ;)
::=::Look at this ::=::
Rally game

The most important thing that happens, you usualy miss it , but after sometime you will remember
 
even if you didint noticed. Go forward and never look back

jestermon

« Reply #12 on: November 13, 2011, 06:59:08 AM »
This is not the sketchup helpline - But try http://www.youtube.com/watch?v=SE3I9zsTkQE
On the same page there are also millions of other useful hints
« Last Edit: November 13, 2011, 07:04:54 AM by jestermon »
« Reply #13 on: November 13, 2011, 08:10:16 AM »
thanks!
::=::Look at this ::=::
Rally game

The most important thing that happens, you usualy miss it , but after sometime you will remember
 
even if you didint noticed. Go forward and never look back
« Reply #14 on: November 13, 2011, 04:54:37 PM »
great tut jes! I am not a sketchup user myself, but these tricks would work perfectly for my 3ps project!
Pages: [1]