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Author Topic: FPS Help 2.1  (Read 4071 times)

« Reply #30 on: January 04, 2012, 04:06:37 AM »
Here, I made a working project with the animations. I used the zombies I uploaded. (Download zombies here).
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0

secondry2

« Reply #31 on: January 04, 2012, 06:33:41 PM »
thanks RobertooMolvadoo for the script.
i need some help with something, i made a menu, and i used an exit fade to load the level. but for some reason, the exitfade starts when its suppose to, but then the project just quits and nothing happens (same when its compiled). Ive tried removing the .3dr at the end, but in the editor, it says failed to find project.

thanks

jestermon

« Reply #32 on: January 04, 2012, 06:58:43 PM »
...it says failed to find project.

Make sure there are no spaces in your project names, also no decimals. Those can mess up the exitfade.

secondry2

« Reply #33 on: January 04, 2012, 09:59:21 PM »
Hi guys,
I saved the file without dots or extensions, and i wondered why it didnt work, but i forgot to change the file name in the exit fade  ::). so now it should work.

secondry2

« Reply #34 on: January 06, 2012, 12:32:23 AM »
I got iron sights working with a script :D .
I will now give out 2.1 on this page: http://www.3drad.com/forum/index.php?topic=8661.0
2.2 will have a new survival map, zombie attacking anims, and a new gun.

secondry2

« Reply #35 on: January 08, 2012, 06:48:59 PM »
hey guys,
i need some maps, i know jestermon is doing a haunted park, but im going to need some more maps too. one like a jail and another one like an abandoned mine :D (like a complex) thanks
« Reply #36 on: January 08, 2012, 07:59:32 PM »
hey I have an idea. of an enchanted forest with music and everything
my strength is the texturing and graphics
« Reply #37 on: January 09, 2012, 08:50:39 AM »
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0

secondry2

« Reply #38 on: January 11, 2012, 02:12:32 AM »
sweet thanks robertoo, and yes a forest like that :D thanks both ;) . Could you please tell me how to do the forest? thanks!
« Reply #39 on: January 11, 2012, 10:43:20 AM »
Could you please tell me how to do the forest? thanks!

It's a 20x20 meters square forest that's impostered around the player.
The trees are created with a tree generated and the leaves are deleted.
The ground texture was googled for.
Rocks are from the SketchUp library.
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0

secondry2

« Reply #40 on: January 11, 2012, 08:08:46 PM »
is there any script needed for the imposters? and is the ground fog hard to make?
« Reply #41 on: January 11, 2012, 10:39:41 PM »
and finish the bloody snow forest ;D. here it is. and brings a skp file for editing ;D
my strength is the texturing and graphics
« Reply #42 on: January 12, 2012, 08:09:23 AM »
is there any script needed for the imposters?

There sure is. This is the script I used for my game.
Script for an unlimited terrain (7x7 tile):
Code: [Select]
float x1,x2,x3,x4,x5,x6,x7;
float z1,z2,z3,z4,z5,z6,z7;
Quaternion q;
Vector3 terrain,player,distance;

///Set you setting:        ///
                           ///
float TerrainWidth = 100;  /// <- Set the width of your terrain in meters
float TerrainLength = 100; /// <- Set the length of your terrain in meters
                           ///
float xOffset = 0;         /// <- Set the xOffset for all the imposters
float yOffset = 0;         /// <- Set the yOffset for all the imposters
float zOffset = 0;         /// <- Set the zOffset for all the imposters
                           ///
/// //////////////////////////

///Make sure this is right:///
int Terrain = OBJ_0;       ///
int Player = OBJ_22;       ///
/// //////////////////////////

void Main()
{
   if (iInitializing())
   {
      iObjectImpostersCreate(Terrain,48);

      iQuaternionFromEulerAngles(q,0,0,0,"xyz");

      x1=-3*TerrainWidth+xOffset;
      x2=-2*TerrainWidth+xOffset;
      x3=-1*TerrainWidth+xOffset;
      x4= 0*TerrainWidth+xOffset;
      x5= 1*TerrainWidth+xOffset;
      x6= 2*TerrainWidth+xOffset;
      x7= 3*TerrainWidth+xOffset;

      z1=-3*TerrainLength+zOffset;
      z2=-2*TerrainLength+zOffset;
      z3=-1*TerrainLength+zOffset;
      z4=-0*TerrainLength+zOffset;
      z5= 1*TerrainLength+zOffset;
      z6= 2*TerrainLength+zOffset;
      z7= 3*TerrainLength+zOffset;
   }

   iObjectLocation(Terrain,terrain);
   iObjectLocation(Player,player);
   distance = player - terrain;

   if (distance.x > TerrainWidth)
   {
      x1+=TerrainWidth;
      x2+=TerrainWidth;
      x3+=TerrainWidth;
      x4+=TerrainWidth;
      x5+=TerrainWidth;
      x6+=TerrainWidth;
      x7+=TerrainWidth;
   }
   if (distance.x <-TerrainWidth)
   {
      x1-=TerrainWidth;
      x2-=TerrainWidth;
      x3-=TerrainWidth;
      x4-=TerrainWidth;
      x5-=TerrainWidth;
      x6-=TerrainWidth;
      x7-=TerrainWidth;
   }
   if (distance.z > TerrainLength)
   {
      z1+=TerrainLength;
      z2+=TerrainLength;
      z3+=TerrainLength;
      z4+=TerrainLength;
      z5+=TerrainLength;
      z6+=TerrainLength;
      z7+=TerrainLength;
   }
   if (distance.z <-TerrainLength)
   {
      z1-=TerrainLength;
      z2-=TerrainLength;
      z3-=TerrainLength;
      z4-=TerrainLength;
      z5-=TerrainLength;
      z6-=TerrainLength;
      z7-=TerrainLength;
   }

   iObjectImposterSet(Terrain, 0,q,Vector3(x1,yOffset,z1));
   iObjectImposterSet(Terrain, 1,q,Vector3(x2,yOffset,z1));
   iObjectImposterSet(Terrain, 2,q,Vector3(x3,yOffset,z1));
   iObjectImposterSet(Terrain, 3,q,Vector3(x4,yOffset,z1));
   iObjectImposterSet(Terrain, 4,q,Vector3(x5,yOffset,z1));
   iObjectImposterSet(Terrain, 5,q,Vector3(x6,yOffset,z1));
   iObjectImposterSet(Terrain, 6,q,Vector3(x7,yOffset,z1));
   iObjectImposterSet(Terrain, 7,q,Vector3(x1,yOffset,z2));
   iObjectImposterSet(Terrain, 8,q,Vector3(x2,yOffset,z2));
   iObjectImposterSet(Terrain, 9,q,Vector3(x3,yOffset,z2));
   iObjectImposterSet(Terrain,10,q,Vector3(x4,yOffset,z2));
   iObjectImposterSet(Terrain,11,q,Vector3(x5,yOffset,z2));
   iObjectImposterSet(Terrain,12,q,Vector3(x6,yOffset,z2));
   iObjectImposterSet(Terrain,13,q,Vector3(x7,yOffset,z2));
   iObjectImposterSet(Terrain,14,q,Vector3(x1,yOffset,z3));
   iObjectImposterSet(Terrain,15,q,Vector3(x2,yOffset,z3));
   iObjectImposterSet(Terrain,16,q,Vector3(x3,yOffset,z3));
   iObjectImposterSet(Terrain,17,q,Vector3(x4,yOffset,z3));
   iObjectImposterSet(Terrain,18,q,Vector3(x5,yOffset,z3));
   iObjectImposterSet(Terrain,19,q,Vector3(x6,yOffset,z3));
   iObjectImposterSet(Terrain,20,q,Vector3(x7,yOffset,z3));
   iObjectImposterSet(Terrain,21,q,Vector3(x1,yOffset,z4));
   iObjectImposterSet(Terrain,22,q,Vector3(x2,yOffset,z4));
   iObjectImposterSet(Terrain,23,q,Vector3(x3,yOffset,z4));
   iObjectLocationSet(Terrain,     Vector3(x4,yOffset,z4));
   iObjectImposterSet(Terrain,24,q,Vector3(x5,yOffset,z4));
   iObjectImposterSet(Terrain,25,q,Vector3(x6,yOffset,z4));
   iObjectImposterSet(Terrain,26,q,Vector3(x7,yOffset,z4));
   iObjectImposterSet(Terrain,27,q,Vector3(x1,yOffset,z5));
   iObjectImposterSet(Terrain,28,q,Vector3(x2,yOffset,z5));
   iObjectImposterSet(Terrain,29,q,Vector3(x3,yOffset,z5));
   iObjectImposterSet(Terrain,30,q,Vector3(x4,yOffset,z5));
   iObjectImposterSet(Terrain,31,q,Vector3(x5,yOffset,z5));
   iObjectImposterSet(Terrain,32,q,Vector3(x6,yOffset,z5));
   iObjectImposterSet(Terrain,33,q,Vector3(x7,yOffset,z5));
   iObjectImposterSet(Terrain,34,q,Vector3(x1,yOffset,z6));
   iObjectImposterSet(Terrain,35,q,Vector3(x2,yOffset,z6));
   iObjectImposterSet(Terrain,36,q,Vector3(x3,yOffset,z6));
   iObjectImposterSet(Terrain,37,q,Vector3(x4,yOffset,z6));
   iObjectImposterSet(Terrain,38,q,Vector3(x5,yOffset,z6));
   iObjectImposterSet(Terrain,39,q,Vector3(x6,yOffset,z6));
   iObjectImposterSet(Terrain,40,q,Vector3(x7,yOffset,z6));
   iObjectImposterSet(Terrain,41,q,Vector3(x1,yOffset,z7));
   iObjectImposterSet(Terrain,42,q,Vector3(x2,yOffset,z7));
   iObjectImposterSet(Terrain,43,q,Vector3(x3,yOffset,z7));
   iObjectImposterSet(Terrain,44,q,Vector3(x4,yOffset,z7));
   iObjectImposterSet(Terrain,45,q,Vector3(x5,yOffset,z7));
   iObjectImposterSet(Terrain,46,q,Vector3(x6,yOffset,z7));
   iObjectImposterSet(Terrain,47,q,Vector3(x7,yOffset,z7));

   if (iDeinitializing()) iObjectImpostersDestroy(Terrain);
}
Instructions and settings are inside. Look for the yellow lines in the top of the script.


is the ground fog hard to make?

No, not really. I used the cloud generator of Paint.net for a texture and put that one two-face-flat-SkinMesh. I used the above script for the fog as well.
« Last Edit: January 13, 2012, 10:09:46 AM by RobertooMolvadoo »
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0

secondry2

« Reply #43 on: January 13, 2012, 03:51:08 AM »
thanks RobertooMolvadoo and joseuz, im downloading and testing the script with the forest out! and joseuz, how did u do the snow?

secondry2

« Reply #44 on: January 13, 2012, 04:17:14 AM »
hey RobertooMolvadoo,
i dont qute get the imposters, could u please spell it out 2 me lol, whats the master? do i hav 2 use an imposter object? whats the master? lol i know nothing bout imposters, except that you use them in ur game :P
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