FP Fantasy-Shooter - Dungeon Run WIP

Posted By: Locutus_of_Borg

FP Fantasy-Shooter - Dungeon Run WIP - 03/05/07 17:36

Hi,
after a long time without the 3DGS,
I'm now back presenting my new game.
Working title is "Dungeon Run" (I can change this, if someone knows a better name).
It is a very simple fantasy FPS placed in a dungeon and the player has a bow instead of a gun. He has to fight his way out, open several gates with keys (orbs) and finish the end-enemy.
Unfortunately I did not get the bow ready yet, weather with the templates nor self-scripting. If there is somebody out there interesting in helping me with that, I'd really appreciate it.

Todo List:
Menu - done
Intro (16:9 scale) - done
Player - Templates
Bow
HUD
Enemies:
(zombie)
(ghost) - done
(goblin)
(small spider)
(Skeleton)
Level 1 - 20% done
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Prob
(wooden-barrel)
(torch) - done
(treasure chest)
(diamond)
(red, blue, green orb)
(quiver/arrow ammo)
Music


Here are some Screens:







Posted By: KMS

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/05/07 17:49

Nice Athmosphere!!!Looks very dangerous to me.
Posted By: lostzac

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/05/07 19:05

I really like the look of it...I may be able to help you with the props..if you want you can pm me.
Posted By: frazzle

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/05/07 19:58

The look really fits the room, the ghost you showed looks great
Nice comeback I would say

Cheers

Frazzle
Posted By: EX Citer

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/05/07 20:29

Very nice. What I don´t like is the no story game play. Or is there a story? Well, the enemies seem not to make any story.

And the menu buttons could use some structure. Now they are looking like common windows buttons.

Everything else is good.
Posted By: Puppeteer

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/05/07 20:33

Very good looking game!
Posted By: Uhrwerk

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/05/07 20:48

Looks like you have found the free Josephs Tears Texture collection. Looks ok, but you should change the torches and add more details to the level.
Posted By: demiGod

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/05/07 22:25

Its looking nice, keep it the good work !
Posted By: Locutus_of_Borg

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/06/07 00:04

OMG, I did not thought of such a good resonances.
Thanks to you all!
I'll keep on working.

BTW: In my first Level I'm using a lot of torches (24 at the moment, but this will increase). And I'm using the same fire-action for each torch.
My Problem is now, that the fire animation is shown wrong. it's no permanent burning, the torches eject fire-shots.
To many torches with the same action? to many particle actions??
Posted By: broozar

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/06/07 00:17

too many particles. set var max_particles to a value at around 5000, 2000 is the default.
Posted By: Locutus_of_Borg

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/06/07 00:36

@broozar: thanks, that did it!

@EX Citer: well it's like D&D! Somehow you get in a Dungeon, slay the monsters, get there money and leave. But I'll try to get a nice but simple story.
What about: you are an elf, striding the woods, get to a dungeon, the earth collapses and can't get out. you have to find another exit.

@Zeitwerk:
Yes they fit so good to my game! I really love these textures!
Posted By: xXxGuitar511

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/06/07 00:56

If you are in need (and interested), I'd be glad to help program. It looks promissing, and I've been waiting for the "right" project to work on...

Anyways, if your interested, let me know... if not, it's cool.
Posted By: Locutus_of_Borg

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/06/07 01:29

@xXxGuitar511:
I wrote you a PM!
And of course I am interested!!!
Thanks for the offer.
Posted By: Towelie

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/06/07 03:07

Looks cool, but I can't say I've ever seen a dungeon with a wooden floor.
Posted By: Alex J.

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/06/07 07:34

hi!

really like your walls! but the ceiling has the same wall texture and the models are not really cool but ceep it up and it will be really cool.

greetings
Posted By: sPlKe

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/06/07 08:46

i would reccomend you to change the lightning...

hard shadows dont look that good, makes your level look unprofessional. pretty empty it is too, no dust nothing to make ti look old except a few textures.

other than that, looks okay^^
Posted By: rincewind

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/06/07 12:49

Locutus is back:-)
Has been a while since we last talked. Good to have you here again. I really like the screenshots..hope to see more soon.
"add more details" seems to have become a standard statement in this forum. Maybe it is because some people just don't know what to say. I mean: THis is showcase one, which is intended to show work in progress. Work in progress means unfinished.. so saying "add more detail" is a bit superfluent in my opinion. I am sure you will add more in the future. Keep it up. I have seen your work before and therefore I know it will turn out right.

Cheers
Rincewind
Posted By: Blink

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/06/07 18:51

i have an idea for you. you can use a crossbow model. pm me if you need one, i think i have one. and tune the launcher in the templates with an arrow model as the shell model. it should work. i used a scalpel model with the launcher and used as a weapon thrown by an enemy model. it works, it just takes some time tuning the launcher to do what you want.
Posted By: Locutus_of_Borg

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/07/07 18:07

@Blink: Thanks, I'll try that.

Now here are some more screenshots from a cave a made today.
It's placed in Level 1 and took me all day!
I'm so glad you like my shots and I hope you'll enjoy the game when it's ready.
Before I change anything or "add more detail", I want the hole game to work and the levels to be ready, because otherwise I will only work on the improvements and not on the actual game. But please go on posting critics, I'll put everything on my todo-list.

now here the screens:
(The torches are new)








Posted By: aztec

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/07/07 18:08

Wow awesome great work
Posted By: frazzle

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/07/07 19:19

It all looks quite realistic, the texture are oke and sometimes abit blurry probably due to the small size you've used on the it and last but not least, I can't wait to see a potential demo out of this
Posted By: Locutus_of_Borg

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/07/07 19:32

Thank you very much! That keeps me on working.
BTW: I don't know if I'll release a demo, because all release the whole game as freeware. So be patient and you'll get it all!
Posted By: frazzle

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/07/07 19:46

Quote:

Thank you very much! That keeps me on working.
BTW: I don't know if I'll release a demo, because all release the whole game as freeware. So be patient and you'll get it all!




I'll be a patient boy then

Cheers

Frazzle
Posted By: sPlKe

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/07/07 20:07

the cave looks pretty good. dust, smoke, colors,e verything fits together. the cave is well done, however, you still use the single lightsource for torches. you really should fix that!
Posted By: Locutus_of_Borg

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/07/07 20:31

Spike, do you mean I should use 2 lightsources? one larger darker for the outside an one lighter smaller for the inside?
Posted By: Blitzblaster1

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/07/07 21:23

Die Screenshots gefallen mir recht gut, mal sehen wie sich das Spiel entwickelt.
Posted By: Locutus_of_Borg

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/09/07 18:18

I'm having some problems.
I'll hope somebody can help me:
Code:
var handle
handle = media_loop(menu.mp3,null,80);


when I place the variable at the top of my script and call this in my menu function, it won't play. I also can't find a good creature-script, for zombies and larger insects. The code I found in AU does not work (too many errors).
Posted By: xXxGuitar511

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/09/07 18:21

I'm sure you already knew this, but you need parenthesis.. these things ("")

handle = media_loop("menu.mp3",null,80);
Posted By: broozar

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/09/07 18:22

deine sounddatei muss im ordner der projektdatei liegen, ein "path=C:\\game\\music" hilft hier nicht. das gilt auch für filme. zumindest ist das meine erfahrung medien und tondateien, wenn sie nicht als entsounds gespielt werden.
Posted By: KMS

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/09/07 18:48

Your pictures reminds me at Lord of the rings.Very awfull!
Posted By: Germanunkol

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/10/07 06:58

xD... did you mean awful or awesome?
I'd go for the latter. Looks very nice ... the textures are great!
The cave textures aren't perfect though, I agree.
Also, the rocks look a bit too "edgy"... Building a level with blocks is very hard, I guess, and making realistic rocks with blocks...
But it's way better than I could ever have done!
Posted By: Why_Do_I_Die

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/10/07 09:24

It's awesome man , great work. Dont really mind the minor imperfections , when was the last time you played a perfect game ?
Posted By: Locutus_of_Borg

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/10/07 11:59

well the cave it self is pretty simple! there is a nice tool called Terrain Generator (take a Google-Search). With this tool, you can create great caves and export them to *.map and import into WED! Theres also a tutorial for half-life. it works very well with WED.
Posted By: ISG

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/10/07 12:18

For some pretty good Dungeon levels to look off of, look and see if you can find any Legendary Sword levels anywhere. That was a great looking 3DGS game that had a great shot, and a great demo - but didn't ever finish.

If you want to look off something though that would be a great example.
Posted By: FBL

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/10/07 13:30

I like the last screens - this looks really kinda cool.

You should change the wooden floor ont he first screens, though, it looks weird.
About your particle problem: If you exceed the default particle limit you should really think about a rework of the particle action and use wayyy less particles per torch.
Particles can be a real framerate kilelr on slower pcs when used too heavily.
Posted By: sPlKe

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/11/07 17:33

Quote:

Spike, do you mean I should use 2 lightsources? one larger darker for the outside an one lighter smaller for the inside?




yeah, exactly that. lets say you use the standard light, then cut that down to 150 and then add another light with 300 that has half the brightness (that would be 64 in standard lights) and then you can see it looks way smoother... try that^^
Posted By: sPlKe

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/11/07 17:36

Quote:

It's awesome man , great work. Dont really mind the minor imperfections , when was the last time you played a perfect game ?




september 1993... this game was called zelda a link to the past...
Posted By: lostzac

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/12/07 15:41

Hey Locutus_of_Borg email me again I lost your address....
Posted By: Locutus_of_Borg

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/14/07 10:03

I've send you a mail.
Posted By: rvL_eXile

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/17/07 20:07



Siehste die Kanten, wo die Blöcke net ganz drauf sind? Da musste mitm Vertex nochmal dran...

Aber sonst sieht es schon gut aus !

cYa Sebastian
Posted By: xXxGuitar511

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/18/07 02:01

You'd be surprised how odd colored light add atmosphere to a level...

Such as brown, and orange...
Posted By: PHeMoX

Re: FP Fantasy-Shooter - Dungeon Run WIP - 03/18/07 04:57

Quote:

[Quote]
It's awesome man , great work. Dont really mind the minor imperfections , when was the last time you played a perfect game ?




september 1993... this game was called zelda a link to the past...




It would have been perfect it if would have gone on forever, but sadly you could actually beat the game.

Cheers
Posted By: Locutus_of_Borg

HUD - critics wanted - 03/21/07 14:35

Today, I'm having a screenshot of the planed HUD.
On the left side: blue-orb = HP; green-orb = armor
On the right side: red-orb = arrows left; orange-orb = kind of arrow (here fire-damage)
I still have to find a place for the points.

what do you think?

Posted By: Puppeteer

Re: HUD - critics wanted - 03/21/07 14:48

Die sehen n bissel wie Smarties aus
Aber die pos. is nich schlecht....
Werden die auch leerer wenn man weniger Zeugs hat?
Posted By: Pappenheimer

Re: HUD - critics wanted - 03/21/07 14:51

Its quite nice!
Red is expected as colour for health. I would change that.

The figures would benefit from a frame or shadow.
Posted By: ulf

Re: HUD - critics wanted - 03/21/07 14:56

web 2.0 eh? try to use less tribals or more bold tribals as they confuse the view.
Posted By: Locutus_of_Borg

Re: HUD - critics wanted - 03/21/07 15:12

here is now a 2nd version of the hud!
With one unique color and a frame:

Posted By: sPlKe

Re: HUD - critics wanted - 03/21/07 16:27

yes.. those are better^^
Posted By: Anonymous

Re: HUD - critics wanted - 03/21/07 16:41

They look is good!

For me it's a little too big (2/3 size would fit also) and too much contrast (blur it like the level looks).
I like the first one better. Here I would reduce the glas/mirror effect (more blur)
Posted By: Locutus_of_Borg

Re: HUD - critics wanted - 03/21/07 16:43

Well, do you think the functions of the fields are clear,
or do I have to label the fields?
Posted By: sPlKe

Re: HUD - critics wanted - 03/21/07 16:48

well my bet is on health, ammo, magc and mana.. right?
Posted By: Locutus_of_Borg

Re: HUD - critics wanted - 03/21/07 16:56

no!
health, armor, arrow style (here: fire damage) and ammo
Posted By: mk_1

Re: HUD - critics wanted - 03/21/07 18:27

make it look rusty and use less saturation/darker colors. Design is nice
Posted By: FBL

Re: HUD - critics wanted - 03/21/07 18:47

I like the first one.

To make clear what is what you might use Diablo style colors:
Red - Health
Blue - Mana
Posted By: broozar

Re: HUD - critics wanted - 03/21/07 19:34

not bad, good idea infact, the circles need some work. take a look at the vampires HUD:
http://membres.lycos.fr/akermal/ch_hub_10000.jpg
Posted By: PHeMoX

Re: HUD - critics wanted - 03/22/07 04:29

Quote:


To make clear what is what you might use Diablo style colors:
Red - Health
Blue - Mana




Why Red and Blue? That's so oldfashioned ... I'd switch them around and make the mana deep red. Lol, and thát reminds me of a really bloody movie, naw, perhaps it makes enough sense indeed to stick to those Diablo 'rules'

Cheers
Posted By: A.Russell

Re: HUD - critics wanted - 03/22/07 05:06

You could try to do without the HUD as much as possible. For example, flash it each time there is a change somewhere close to where the action happened. When the player is about to die play a sound effect, perhaps a throbbing heart. That sort of thing.
Posted By: sPlKe

Re: HUD - critics wanted - 03/22/07 14:44

Quote:

Quote:


To make clear what is what you might use Diablo style colors:
Red - Health
Blue - Mana




Why Red and Blue? That's so oldfashioned ... I'd switch them around and make the mana deep red. Lol, and thát reminds me of a really bloody movie, naw, perhaps it makes enough sense indeed to stick to those Diablo 'rules'

Cheers




I HAVE SEEN THAT STANDARD IN EARLY snes GAMES SO DIABLO RULES might be the wrong term...
Posted By: Locutus_of_Borg

Re: HUD - critics wanted - 03/24/07 16:39

I friend helped me with the HUD and now I got this and I love it!
Hope you like it, too!

Posted By: bstudio

Re: HUD - critics wanted - 03/24/07 16:50

nice HUD man, the only point of critique i can think of is the fact that it's just floating in space there. Maybe something to attach it to would be cool
Posted By: frazzle

Re: HUD - critics wanted - 03/24/07 16:56

This looks quite nice indeed, your friend is quite artistic
Keep up those nice updates

Cheers

Frazzle
Posted By: FBL

Re: HUD - critics wanted - 03/24/07 17:46

Quote:



I HAVE SEEN THAT STANDARD IN EARLY snes GAMES SO DIABLO RULES might be the wrong term...




Who friggin' cares whether it was SNES or Daiblo? Diablo is an example nearly everybody knows. Just an example! Your caps lock key seems to have a problem lately...


As to the HUD - I somehow liked the previous structure more, but it's not bad. Just not as good as the very first one (imho).
Posted By: Germanunkol

Re: HUD - critics wanted - 03/24/07 18:34

I actually liked all 3 of them, but this one's awesome, you're right!
I love the look of the material between the spheres... it looks half organic and half metal.. GREAT work.
Posted By: sPlKe

Re: HUD - critics wanted - 03/25/07 13:23

Quote:

Quote:



I HAVE SEEN THAT STANDARD IN EARLY snes GAMES SO DIABLO RULES might be the wrong term...




Who friggin' cares whether it was SNES or Daiblo? Diablo is an example nearly everybody knows. Just an example! Your caps lock key seems to have a problem lately...


As to the HUD - I somehow liked the previous structure more, but it's not bad. Just not as good as the very first one (imho).




yeah, my keyboard is pretty messed up. but i get a newere PC in april, and until then, i hope this doesnt happen too often. really annoying i know

about the HUD:
i like the enw HUD. i also would reccomend to attach it to the edges but that is just another opinion. the style isgreat though^^
Posted By: Locutus_of_Borg

Re: HUD - critics wanted - 03/28/07 22:10

hey, I'm having a small problem.
I changed my level-concept a bit and tried to realize them
with level entities. but now my models do note react on static light anymore.
I compiled the level without the models (but with static lights of course) then i got everything together in wed and even placed new static lights in front of the models but the did not react on them.
I got 2 screenshots here:

1. This is how it should look


2. This is how it looks


What am I doing wrong??
Posted By: xXxGuitar511

Re: HUD - critics wanted - 03/28/07 22:19

Level entities? As in, compiled wmb entities?

These do not react to outside lights, only the lights you use inside their file. If you get what I mean.


You'd have to instead, insert the geometry directly into your level, instead of using wmb files. Unless all will be lit the same, then you can just add the lights to the WMB file.
Posted By: sPlKe

Re: HUD - critics wanted - 03/29/07 04:25

i think those are models..
anyway, i have this problem too, but only sometimes. its pretty strange...
Posted By: Machinery_Frank

Re: HUD - critics wanted - 03/29/07 07:49

A model gets only vertex lighting from dynamic lights. The material can get some influence from the block below the model.

When you want to use a per-pixel-lighting then you have to use a shader otherwise the light will be distributed polygon by polygon and that will not look very smooth especially with low-poly-objects.

Conitec is aware of that and does tesselation. That means the level compiler breaks a wall into several small polygons just to provide better vertex-lighting but with the disadvantage of producing a higher rate of polygons on your levels.

But this behaviour happens only to blocks and in the future to static meshes.

I personally would like to stop tesselation and rather use a shader for pixel-lighting. This is the present and future.
Posted By: Locutus_of_Borg

Re: HUD - critics wanted - 03/29/07 10:52

The Walls ans bottom are WMB-Entitis, the torch is a model!
I wanted to use the WMB-Entities to create easily large Levels with a small render-time. But it seems like this would not work just as long as I don't have any models in the level, which is not really an advantage.
Is there a work around? How do you handle big levels? How do you build your levels in general?
Posted By: sPlKe

Re: HUD - critics wanted - 03/29/07 15:32

use blocks for walls, floors and the ceiling. use models for everythign else. every stone every pillar everything else, use models...

sine models are noth lighted the way blocks are, you have to work around the colors of the skin when you have colored lights...

an example:

i have a level with brown colored lights, everything looks dark and muddy. i have statues in the level wtih a grey skin. howeer, they dont look muddy obviously since theyre not lighted the ay blocks are. so i just paint their skin brown (i chose the right color from a screenshot of a grey block thats lit by the light, so i get a perfect match) and voila: looks perfect^^

use models wherever you can and blocks just for floor and stuff. you can also add shaders to models but not to blocks...
Posted By: Pappenheimer

Re: HUD - critics wanted - 03/29/07 15:37

Add dynamic lights for the models and set the wmb entities to unlit?

Change the skin of the models?

Both have their disadvantages...

Did you try to build the wmbentities with the models included?
Posted By: PHeMoX

Re: HUD - critics wanted - 03/29/07 17:24

I like the second HUD best, after that the first one and after that the last one. The last one looks better, but doesn't fit that well. The second one could need some color, but at least fits the best. The first one looks cool with the colors and basic shape, but doesn't fit either. The overall colors could be darker.

I'd like the last one best if you'd adjust it to fit the overall color scheme better. Floating mana and health bar thingies are cool, perhaps animate them to float a bit up and down too, should look interesting.

Quote:

Who friggin' cares whether it was SNES or Daiblo? Diablo is an example nearly everybody knows. Just an example! Your caps lock key seems to have a problem lately...




Older games have had those health bars in all kinds of colors, red, green, blue, white and whatmore. When it comes to mana and health, those had red and blue because that was the case with a lot of boardgames I think. Anyways, yes, Spike is right, Diablo wasn't the first,

Cheers
Posted By: Locutus_of_Borg

Little Update - 04/17/07 10:37

I now worked on several Levels. I think I had some good idears which I realized now. I will post some screens as soon as possible.

I also worked on some shaders:
Here is a screenshot and a video:
Screen: http://www.matthias-schlich.de/Bilder/picload/upload/shot_4sfd.jpg
Video: http://www.matthias-schlich.de/glasball-divx.rar
Unfortunatly I "only" have A6 Com so the glass is realized with a env-map and not with render to texture. So particles for example are not shown when you look through the orb.
Posted By: Germanunkol

Re: Little Update - 04/17/07 13:43

wow, very cool. great work, looks quite realisitc!
Posted By: rvL_eXile

Re: Little Update - 04/17/07 14:01

Sher schön gemacht ! Weiter so!

cYa Sebastian
Posted By: frazzle

Re: Little Update - 04/17/07 19:01

Quote:

wow, very cool. great work, looks quite realisitc!




Indeed, nice work !!

Cheers

Frazzle
Posted By: Locutus_of_Borg

Re: Little Update - 04/18/07 15:04

Here are the promised Screens:

new colors:
http://img484.imageshack.us/img484/8199/shot0fx9.jpg

http://img484.imageshack.us/img484/8987/shot1ij0.jpg

I need more lights here
http://img241.imageshack.us/img241/1114/shot2pn4.jpg

still unfinished, but posted to show the level-structure
http://img78.imageshack.us/img78/7512/shot3xw2.jpg

a cave-level (i'll have to rework this, with models to use shaders)
http://img441.imageshack.us/img441/1020/shot0wb7.jpg
Posted By: rvL_eXile

Re: Little Update - 04/18/07 15:09

It looks better Maybe switch the Torches , i dont like this one
On ure Last Picture, the Geometry is not the best on such Surfaces, maybe Split this Blocks and adapt it to the other Blocks..

Hope u can read this Carefully

cYa Sebastian
Posted By: Locutus_of_Borg

Models as Levels - 04/19/07 16:42

I've got something strange, when I tried to use a model as a levelpart.

This is a model I did in Cinema4D and I wanted to use it as a cave. I exported it to 3ds, imported it in MED and saved it as MDL. When I add it to my game, my player always falls through it.
Then I added a block as bottom, but now he can only walk to the half of the model and can't get any further. Does anybody know what I did wrong?
Posted By: Wicht

Re: Models as Levels - 04/19/07 16:54

The model must be passable. Create invisible blocks around the model as bounding box.

Model = The Art
Blocks = Collision Detection
Posted By: Gamesaint762

Re: Models as Levels - 04/19/07 16:55

I am not familiar with how Cinema 4d exporter works, however it could posssibly be your player movement code. Make sure it allows you to walk and the collision is right for both models, blocks and entities. I have had a simliar problem a while back so I thought that might help. Looking at your cave model I dont see a problem with it. GS out.
Posted By: Slin

Re: Models as Levels - 04/19/07 17:52

The Bounding Box is aligned to the center of the model, but it´s much smaller than the model. You collide with the bounging box if you try to go through the model. If you don´t want to use blox as Wicht suggested you could set the polygon flag for polycollision.

I realy like what I´ve seen so far.

Slin
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