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help #87333
08/24/06 07:19
08/24/06 07:19
Joined: Aug 2006
Posts: 7
E
etohmac Offline OP
Newbie
etohmac  Offline OP
Newbie
E

Joined: Aug 2006
Posts: 7
we are new in 3dgamestudio and we are going to create a rpg game. but we don't know where to start. please help us.

Re: help [Re: etohmac] #87334
08/24/06 07:25
08/24/06 07:25
Joined: Feb 2005
Posts: 3,687
Hessen, Germany
T
Tempelbauer Offline
Expert
Tempelbauer  Offline
Expert
T

Joined: Feb 2005
Posts: 3,687
Hessen, Germany
which edition do you have?

- start WED
- add a hollow cube
- texture it
- add an object (cbabe.mdl)
- save the project
- file, map proberties, new script (A5 or A6 templates)
- rightclick on model, proberties, behaviour, and assign player_walk (A5-templates)
- add some other models if you want
- compile and run

Re: help [Re: Tempelbauer] #87335
08/24/06 21:58
08/24/06 21:58
Joined: Aug 2005
Posts: 1,185
Ukraine
Lion_Ts Offline
Serious User
Lion_Ts  Offline
Serious User

Joined: Aug 2005
Posts: 1,185
Ukraine
Quote:


- start WED
- add a hollow cube
- texture it
- add an object (cbabe.mdl)
- save the project
- file, map proberties, new script (A5 or A6 templates)
- rightclick on model, proberties, behaviour, and assign player_walk (A5-templates)
- add some other models if you want
- compile and run





Guys, you have to start from good plan (design document) to create rpg.

Re: help [Re: Lion_Ts] #87336
08/24/06 22:21
08/24/06 22:21
Joined: Aug 2005
Posts: 68
Everett, Washington
G
ghostryder Offline
Junior Member
ghostryder  Offline
Junior Member
G

Joined: Aug 2005
Posts: 68
Everett, Washington
lol not bad advice.

I'm project cordinator for AGM Cats, and we too are getting along in our RPG project. After about 4 months you know how far? We know we want a 50/50 mix of sci-fi and fantasy. We have a base story. We have scripters and artists.

But we have yet decided on an engine. Based on our skill levels, being mostly artists A6 is very attractive. But that ease of use brings limitations. Can high poly models be used with the limits of the bones animation? How is the attechment of armor and weapons going to work? How the hell are we ever going to make it moddable? Can we in fact have some internal database to keep mods sorted out?

Well, you need answers, and not vague ones like above. Hense my view is your first and top most priority is to determine is thier documentation and is the community of any help at all?

So far I've discovered that's a hit and mess proposal with A6. Many times the questions go unanswered, or worse are answered just like above. That's not a lot of help is it? and believe me you WILL need that help.

Documentionion? You have some in general terms. The very basics. But want to develope a good poly based collision biped code....have fun cause your not find a lot on it.

In fact it would behove your team to simply assign one member to research as in most cases you will have to locate this information yourself. The a6 community is large, but alas not all that helpful a lot of times. The Conitec team rarely will post answers, only in extreme cases and a lot of times most of your time is wondering what can and cannot be done and where to find where that information is located.

It is in fact a glaring problem that makes our team hesitant with A6. We need to get from point A to z with little fuss, and we don't want to spend 90 percent of our time looking for answers to questions which franky should be in the documentation to begin with.

There are other engines with much smaller communities far more responsive to the new team developer. Especially by the engine developer themselves. Glance over to the c4 forums, or TV3d or any of the others (except torgue) and your see no unanswered questions and certainly none with responses like above.

That does matter and factors in. A6 could stand a community upgrade. It used to be far more helpful but as of late a lot have no tolorance for basic questions aside from a couple experienced users.

Your find answers with a lot of work (the search feature on this forum is horrible. try to do one on a blender mdl exporter for example. Your get 300 posts listed and none will have anything to do with exporters or blendor)yet most expect you to solely rely on it.

innitially A6 is an easy learning curve, but once you get into the meat of it that ease disappears. Other engines may be harder to grasp but hence in long term views that better community and documentation may just see an easier go from start to finish.



Last edited by ghostryder; 08/24/06 22:37.

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