3 registered members (Quad, VoroneTZ, 1 invisible),
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guests, and 2
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Key:
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Re: Index *DELETED*
[Re: jcl]
#18765
10/29/03 10:26
10/29/03 10:26
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Joined: Oct 2002
Posts: 471 USA - Tennessee
JayG
Senior Member
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Senior Member
Joined: Oct 2002
Posts: 471
USA - Tennessee
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Post deleted by MichaelFriedrich: Not longer valid.
Last edited by MichaelFriedrich; 11/15/07 18:38.
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Re: Index
[Re: jcl]
#18766
10/30/03 05:51
10/30/03 05:51
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Joined: Mar 2002
Posts: 1,123 California
Cellulaer
Expert
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Expert
Joined: Mar 2002
Posts: 1,123
California
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NOTE: The below plugins are compatible with A5.5+ and A6. Some are backwards compatible.
GSImgLst DLL v1.1 -- Load textures for entities and store textures in system memory. Supports .bmp, .dds, .dib, .jpg, .png, and .tga. FREE
StringList DLL v1.0 -- Provides an unlimited number of StringLists (limited by memory). Each StringList can contain an unlimited number of strings (limited by memory). Each StringList also contains name=value read/write. DEMO $9.99
Registry DLL v1.0 -- Access the registry from within 3D Game Studio. DEMO $9.99
GSjanFX Wrapper DLL v0.8 -- Perform a plethora of graphics operations in real time on textures in 3DGS. FREE BETA
GSText-To-Speech v1.2 -- Enables Text-To-Speech (reads your text) inside A5 using SAPI 4.0. FREE
GSADO v1.1 -- Enables database access via ADO from inside A5. Not recommended for client deployment. Requires MDAC. FREE
GSHTTP v1.0 -- Enables HTTP GET/POST inside A5. Useful for implimenting a user account system. FREE
GSCrypt v1.0 -- Enables encryption in TripleDES and hashing via MD5. Useful for implimenting a user account system. Additional Ciphers and Hashs can be added upon request. FREE
rACE v1.01 -- Enables efficient use of timers and time storage for racing related games. FREE
OggPlayer v1.2 -- Play multiple OGG files inside 3D Game Studio. FREE
GSBassMod v1.0 -- Play mod files inside 3D Game Studio. Supported formats: XM/MOD/S3M/IT/MTM/UMX FREE
GSFlash v1.14 -- Play ShockWave Flash (SWF) files inside 3D Game Studio. Supports FSCommands.FREE BETA
GSPoker v1.0 -- Impliments a panel based Draw Poker game inside 3D Game Studio. FREE
Download Here
Bryce 5 to 3DGS (*.hmp) Tutorial
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Newton Game Dynamics
[Re: ventilator]
#18770
10/30/03 16:47
10/30/03 16:47
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Joined: Jan 2002
Posts: 1,276 trapped in a paper bag
Drew
Serious User
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Serious User
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
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Newton Game Dynamics
A Fully featured, freeware Physics engine for A5/A6.
Custom physics engine ported to Gamestudio.
- Highly optimized code, highly realistic behaviors.
Gamestudio specific:
- A5/A6 compatible
- implemented through Dll and Wdl
- Assigned to entity through action
- multiple skill variables (Mass, Gravity, Drag..)
- Spherical settings for perfectly rolling balls
- Automatic bounding object creation at runtime
- Audio triggering on contact, assignable .Wav
- Background and object collison
- Objects 'rest' allowing for many active objects in a level
- Start active for stacking or spills
- Start inactive for stationary objects (books, lamps..)
- Interaction through shooting, movement, or scripted events
- ball and socket constraints
- hinge joint
- ragdoll
- realtime lights and particles attached to physics objects
- Destruction
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Re: Index
[Re: jcl]
#18772
11/11/03 03:48
11/11/03 03:48
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Joined: Apr 2002
Posts: 1,927
photon_
Expert
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Expert
Joined: Apr 2002
Posts: 1,927
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My projectdairy of Joes Adventure, which caused a lot of trouble and discussions a few days ago is now aviable at the German Gamedeveloper Board...
But it's only in german.
Last edited by photon_; 11/11/03 03:49.
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Tutorial - Fog Plane Generator
[Re: jcl]
#18773
11/12/03 07:31
11/12/03 07:31
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Joined: Aug 2002
Posts: 681 Massachusetts, USA
Ichiro
User
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User
Joined: Aug 2002
Posts: 681
Massachusetts, USA
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I'd like to share a tutorial for layered fog, which we're using in the Inago Rage Beta Test. The images above show this fog in effect: 1) A scene with standard A6 fog 2) Fog planes added along ground level 3) Lighting added to accentuate the effect 4) Another scene with a thin series of fog planes This is a really simple but nice effect; a tutorial is available here.
Last edited by MichaelFriedrich; 11/15/07 22:57.
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Turtorial: Using MultiDimensional Arrays.
[Re: jcl]
#18782
12/19/03 09:05
12/19/03 09:05
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Joined: Aug 2003
Posts: 180 Reactor Core
NeutronBlue
Member
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Member
Joined: Aug 2003
Posts: 180
Reactor Core
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Short Tutorial on the math behind multidimensional arrays. Gives example of 4-dimension array. Tutorial -Neut.
Last edited by MichaelFriedrich; 11/15/07 22:58.
Dreaming ain't Doing..! <sigh> Darn semicolons - I always manage to miss at least 1..!
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Re: Turtorial: Using MultiDimensional Arrays.
[Re: NeutronBlue]
#18783
12/25/03 16:05
12/25/03 16:05
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Joined: Oct 2002
Posts: 955
danthaman015
Developer
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Developer
Joined: Oct 2002
Posts: 955
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the deltasoft3d christmas resource pack. not everything uploaded dec. 25, 2003 because of web space but should be eventually ALLLL uploaded soon!!! http://www.conitecserver.com/ubbthreads/...;o=&fpart=1-dan
Last edited by MichaelFriedrich; 11/15/07 22:58.
**On break**
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Re: Index
[Re: ulillillia]
#18787
01/08/04 22:22
01/08/04 22:22
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Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
Senior Developer
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Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
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Free Textures, size 512x512 pixels, jpg format. All created by me from photos taken in the Lake District in England. Use granted for any (!) case, nevertheless giving me credit would be nice. Get them here
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
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Re: Index
[Re: jcl]
#18790
01/10/04 11:31
01/10/04 11:31
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Joined: Nov 2003
Posts: 141
Foxbat
Member
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Member
Joined: Nov 2003
Posts: 141
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Re: Index
[Re: Error014]
#18796
02/26/04 09:56
02/26/04 09:56
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Joined: Nov 2003
Posts: 1,257
Wade_Adams
Serious User
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Serious User
Joined: Nov 2003
Posts: 1,257
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Link to my enemyAI that doesn't fall off the edges.
Optimism is an occupational hazard of programming: feedback is the treament. Kent Beck
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Re: Index
[Re: Wade_Adams]
#18797
03/11/04 03:11
03/11/04 03:11
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Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
Senior Developer
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Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
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Cheap but useful Vegetation and detail - Spawn Script (places entity on the ground as far as they have their origin at their top; works fine when not used for angles from 70° up) Topic Click here
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
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Re: Index
[Re: jcl]
#18809
05/20/04 02:21
05/20/04 02:21
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Joined: Jul 2001
Posts: 468
Nordvall
Senior Member
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Senior Member
Joined: Jul 2001
Posts: 468
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Re: Index
[Re: jcl]
#18817
06/22/04 22:21
06/22/04 22:21
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Hundreds of free webhostsIf you need to upload your maps, screenshots, models, etc., try any of the hundreds of free webhosts listed here.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Index
[Re: DarkWhoppy_]
#18819
06/28/04 21:31
06/28/04 21:31
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Joined: Jun 2004
Posts: 610
AMan
Developer
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Developer
Joined: Jun 2004
Posts: 610
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Re: Index
[Re: jcl]
#18823
09/12/04 01:03
09/12/04 01:03
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Joined: Aug 2002
Posts: 572 Toronto
MadMark
User
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User
Joined: Aug 2002
Posts: 572
Toronto
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Little Red Dragon, free for use in any project. Red Dragon Mark
People who live in glass houses shouldn't vacuum naked.
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Re: Index
[Re: MadMark]
#18824
10/02/04 09:39
10/02/04 09:39
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Joined: Apr 2002
Posts: 1,246 ny
jumpman
Serious User
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Serious User
Joined: Apr 2002
Posts: 1,246
ny
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If you want a gyst of the Octree culling system that GS is planning to move to:
Octree
If you want some free photo samples of bodies for your textures:
Skin Images
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Re: Index
[Re: jcl]
#18826
11/19/04 11:02
11/19/04 11:02
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Joined: Dec 2003
Posts: 112
Kamiomi
Member
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Member
Joined: Dec 2003
Posts: 112
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My own ugly little zombie. The size might need to be adjusted to match your other models. Zip file - Zombie.zip Animated Zombie MD2 model - Stand, Walk, Attack, and Death animations only. 512x512 texture .bmp
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Re: Index
[Re: DavidLancaster]
#18836
12/30/04 10:08
12/30/04 10:08
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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MULTIPLE FACE EXPRESSIONS WITHOUT HIGH VIDEO MEMORY COSTS by Christian Behrenberg >> creating multiple face expressions with the lowest rate of mesh deformation or without having high video memory costs >> avaiable for also A5 (!) and A6 >> by successful use please post a gallery pic in this post of your work; rate it fairly when you use it successful >> inspired by Zelda: the windwaker first shown in General Topics then changed a little bit for release in User ContributionsContains method description, commented pictures and some basic code instructions for this technique. (c) 2004 Christian Behrenberg
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Moving platforms made simple
[Re: jcl]
#18840
02/18/05 01:33
02/18/05 01:33
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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If you like moving platforms such as lifts, elevators, etc., here is a great piece of code that you can use in which you only need one single action. All you do is just change the skill variables in the behavior editor. I've also given detailed instructions on how to use the code.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Beginning Game Graphics Tutorial
[Re: jcl]
#18845
02/27/05 17:34
02/27/05 17:34
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Joined: Feb 2005
Posts: 2 California, USA
gamescaper
Guest
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Guest
Joined: Feb 2005
Posts: 2
California, USA
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Based on a chapter from the book, Beginning Game Graphics , this beginning tutorial walks you through the basic steps of designing, modeling, texturing and exporting a simple video game model. www.gamescapers.com/Pages
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Re: Index
[Re: jcl]
#18848
03/18/05 21:00
03/18/05 21:00
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Joined: Mar 2005
Posts: 54
AndreWeiss
Junior Member
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Junior Member
Joined: Mar 2005
Posts: 54
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Re: Index
[Re: jcl]
#18850
04/02/05 22:06
04/02/05 22:06
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Joined: Oct 2003
Posts: 2,628 IL,US
FeiHongJr
Expert
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Expert
Joined: Oct 2003
Posts: 2,628
IL,US
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sorry forgot i was suppose to post it here too ?? least i think :P
terrain editor
here forum page
my crappy car ai
here
forum page
Last edited by FeiHongJr; 04/02/05 22:10.
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Re: Index
[Re: FeiHongJr]
#18851
04/05/05 16:34
04/05/05 16:34
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Joined: Sep 2004
Posts: 260 UB,Mongolia
Olzii
Member
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Member
Joined: Sep 2004
Posts: 260
UB,Mongolia
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This is Traffic Light tutorial for car simulation game. Tutorial has one road intersection with about 30 lights. tutorial Tutorial is incomplete. It must load Traffic Light configuration from ini file. You can read ini file within folder. It has descriptions and values for one road intersection. For example : One road intersection has 4 modes for traffic lights. I coded these modes like LEFT, RIGHT TURN, GO DIRECT ... , If you car is from WEST direction you can check MODE array. 11100 - This mode means : FROM WEST dir CAR (#1) can go direct(#2) and turn right (#3). But it can not turn left (#4) and go back directions (#5). Sorry for my bad English.
The Empire of the Mongols comprised the largest continuous land empire ever, reaching from Korea to Poland
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Re: Index
[Re: Olzii]
#18852
04/05/05 18:31
04/05/05 18:31
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Joined: Dec 2002
Posts: 1,866
b_102373
Senior Developer
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Senior Developer
Joined: Dec 2002
Posts: 1,866
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Re: Index
[Re: FeiHongJr]
#18855
04/10/05 02:23
04/10/05 02:23
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Joined: Apr 2005
Posts: 11
feihongsr
Newbie
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Newbie
Joined: Apr 2005
Posts: 11
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Sighs sorry my other names pass is messed up or i just would of edited just wanted to say i added a few more models to my site. 2 human types and a fence. thanks Blattsalat for the idea my site im a newbie again
Last edited by feihongsr; 04/10/05 02:24.
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Re: Index
[Re: Harry Potter]
#18859
04/22/05 22:57
04/22/05 22:57
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Joined: Oct 2003
Posts: 2,628 IL,US
FeiHongJr
Expert
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Expert
Joined: Oct 2003
Posts: 2,628
IL,US
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refrence photos. web pagealso a human model at the site in my signature
Last edited by FeiHongJr; 04/23/05 01:44.
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Re: Index
[Re: FeiHongJr]
#18860
04/23/05 02:01
04/23/05 02:01
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Joined: Sep 2004
Posts: 1,214 Austin, Texas
Josh_Arldt
Senior Developer
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Senior Developer
Joined: Sep 2004
Posts: 1,214
Austin, Texas
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wet area footprints This is a modified version of George's player footprint code from one of the AUMS. I moddified it so that when you step on a wet surface it doesn't make the footprints until you are off of a wet surface. The footprints also become more faint the dryer your feet are. You feet start drying the minute you step off of the surface.
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Re: Index
[Re: jcl]
#18861
04/24/05 14:14
04/24/05 14:14
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Image font tutorial - this tutorial explains some techniques on how to create image fonts, fonts that are of a BMP, PCX or TGA extention. It also contains some troubleshooting help in case you run into problems along the way.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Precise, easy, and fast circle and sphere creation
[Re: jcl]
#18866
05/04/05 02:09
05/04/05 02:09
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Precise and easy circle and sphere creation tutorialThis tutorial explains a very powerful, fast, and effective technique with rich detail on how to make those pesky circles and spheres. This follow-along tutorial helps takes the guess work out of making precise circles and spheres of whatever size and accuracy you want. Plotting the points can take under 2 minutes for even an extremely precise circle or sphere.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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TextureCreator - Plugin for MED
[Re: jcl]
#18870
06/10/05 08:29
06/10/05 08:29
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Joined: Sep 2003
Posts: 158
Wlad
Conitec
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Conitec
Joined: Sep 2003
Posts: 158
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How to make levels in MED at high speed
[Re: jcl]
#18873
07/26/05 23:24
07/26/05 23:24
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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This tutorial will not only explain how to make levels in MED, but also at high speed. A fairly big level at 4096x8192 can be done in about 8 hours or so with sufficient detail. The techniques described in this comprehensive tutorial are mostly devoted toward doing it at a very high speed. It has 48 screenshots to help explain the process in great detail.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Links to forum posts
[Re: Michael_McCrickard]
#18875
08/04/05 22:05
08/04/05 22:05
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Anonymous
Unregistered
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Anonymous
Unregistered
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This is just a reminder for those who're viewing this thread. First post from JCL: Quote:
If you contribute something, please post the link and a short description also in this sticky thread, to make it easer to find certain files or links. Please do not post comments or any other messages in this thread. Thank you.
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Mats Ed Material Editor / Generator
#18876
08/04/05 22:19
08/04/05 22:19
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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MatsEd material editor / generator for easy material definitions. Easy to use, very useful. Enjoy it.
no science involved
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Re: Updated Vertex Space Script + Chase Camera
[Re: A.Russell]
#18879
08/07/05 20:17
08/07/05 20:17
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Anonymous
Unregistered
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Anonymous
Unregistered
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Shaving Cream Model
[Re: bupaje]
#18886
08/29/05 03:39
08/29/05 03:39
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Joined: Jun 2004
Posts: 610
AMan
Developer
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Developer
Joined: Jun 2004
Posts: 610
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Dynamic Tree solution
[Re: AMan]
#18887
08/29/05 04:55
08/29/05 04:55
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Joined: Sep 2004
Posts: 260 UB,Mongolia
Olzii
Member
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Member
Joined: Sep 2004
Posts: 260
UB,Mongolia
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Hi all, I am developing a car game in big city. My city has many map entities and small models. Because of my small models /over 3000 trees, 2000 lights,.../ my FPS is going down and i decided to write scripts for these small objects. Now my level has only few small objects /50 trees, 30 lights ,.../ and FPS is good. My solution is to create few models at startup and change their positions to another tree locations if they go out of camera. I think this solution will help many people who is making outdoor game. Here is my code : dynamic_trees.rar 1. You have to place all trees at correct position in your level and build it. 2. Include <trees.wdl> to your game. 3. Press F2 to save all tree locations to <trees.ini> file. 4. call Read_Trees_Ini function in your main function after load level. 5. Run
The Empire of the Mongols comprised the largest continuous land empire ever, reaching from Korea to Poland
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Moving platforms made simple
[Re: Olzii]
#18888
08/29/05 18:41
08/29/05 18:41
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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My thread - contains the code itself and how to use it. Suitable for beginners who can't program. I've posted something related to this earlier, but the code has been heavily modified to allow the platforms to pause and move on any axis, not just one or keep moving. Collision is the only thing that remains, something I'm not familiar with at this point.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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84 Josef's Tear textures
[Re: ulillillia]
#18889
09/01/05 19:47
09/01/05 19:47
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Joined: Oct 2003
Posts: 54
AIS_Rich
Junior Member
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Junior Member
Joined: Oct 2003
Posts: 54
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Your own resource file without A6PRO
[Re: AIS_Rich]
#18890
09/15/05 19:09
09/15/05 19:09
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Joined: Aug 2005
Posts: 1,185 Ukraine
Lion_Ts
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,185
Ukraine
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Alt+Enter and your game window (No resize)
[Re: Josh_Arldt]
#18894
09/21/05 11:03
09/21/05 11:03
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Joined: Aug 2005
Posts: 1,185 Ukraine
Lion_Ts
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,185
Ukraine
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Material pointers. 1000 obj vs. 1000 materials
[Re: Lion_Ts]
#18898
10/01/05 20:49
10/01/05 20:49
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Joined: Aug 2005
Posts: 1,185 Ukraine
Lion_Ts
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,185
Ukraine
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Pointers, execute() and some tricks
[Re: Lion_Ts]
#18899
10/05/05 01:57
10/05/05 01:57
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Joined: Aug 2005
Posts: 1,185 Ukraine
Lion_Ts
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,185
Ukraine
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This sample covers: -using pointers (especially material and function one) for creating levels on the fly; -execute() command for creating user defined level file (yes, for published game), look at Orange Brat's awesome camera code. With that camera and this example you can provide level editor even with A6 comm -trick with execute() to provide user redefinable actions (yes, for published game).
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Re: MDL Reducer -polygon reduction software for 3DGS
[Re: Hiroyuki]
#18906
12/27/05 21:25
12/27/05 21:25
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Joined: Jun 2003
Posts: 1,017 Germany
Thomas_Nitschke
Senior Developer
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Senior Developer
Joined: Jun 2003
Posts: 1,017
Germany
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A small tutorial on how to use the open-source modeling program Blender to create tiled UV-mappings useable in MED: Forum Thread
Formerly known as The Matrix - ICQ 170408644
I've been here for much longer than most people think. So where's my "Expert" status?
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Re: cartoon textures
[Re: Bilbo]
#18908
02/16/06 17:00
02/16/06 17:00
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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blender character animation tutorial
[Re: Orange Brat]
#18910
02/23/06 12:45
02/23/06 12:45
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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Re: Intense Pathfinding
[Re: TWO]
#18914
04/25/06 17:25
04/25/06 17:25
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Joined: Jan 2006
Posts: 968
EpsiloN
User
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User
Joined: Jan 2006
Posts: 968
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Re: RPG Templates 2.0
[Re: Claus_N]
#18922
07/17/06 20:32
07/17/06 20:32
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Joined: Jan 2006
Posts: 968
EpsiloN
User
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User
Joined: Jan 2006
Posts: 968
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Re: Index
[Re: Tempelbauer]
#18927
08/07/06 20:48
08/07/06 20:48
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Re: Index
[Re: FeiHongJr]
#18929
08/27/06 16:04
08/27/06 16:04
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Anonymous
Unregistered
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Anonymous
Unregistered
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Scaly, green texture. Scaly!
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Re: Index
[Re: ]
#18930
09/05/06 09:52
09/05/06 09:52
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Joined: Nov 2004
Posts: 888
beegee
User
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User
Joined: Nov 2004
Posts: 888
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Tool, which will help you to positionate fast panels and texts. DirectPositions
Fratch - Newer statistics panel for GameStudio
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Re: m4carbine model
[Re: alphaindigo]
#18934
11/27/06 13:56
11/27/06 13:56
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Joined: Aug 2005
Posts: 1,558 HK
vlau
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,558
HK
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Re: Index
[Re: JazzDude]
#18937
12/12/06 10:58
12/12/06 10:58
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Joined: Dec 2003
Posts: 112
Kamiomi
Member
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Member
Joined: Dec 2003
Posts: 112
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Re: Index
[Re: jcl]
#18938
12/21/06 09:15
12/21/06 09:15
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Joined: Aug 2004
Posts: 1,305 New York
PrenceOfDarkness
Serious User
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Serious User
Joined: Aug 2004
Posts: 1,305
New York
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free camera script Code:
function prence_camera //best camear ever... by far...really.. { var cam_dist = 200; var cam_dist_z; var cam_ang; var cam_ang_z; var cam_speed = 0.2; wait(-1); while(1) { //camera wait(1); vec_set(temp.x, my.x); vec_sub(temp.x, camera.x); vec_to_angle(camera.pan, temp); // rotate the camera toward the player cam_dist += mickey.z + (key_pgup - key_pgdn) * cam_speed; cam_ang += (key_cur - key_cul) * cam_speed; //move clockwise or counter depending on arrow keys cam_ang_z += (key_cuu - key_cud) * cam_speed; //move up and down with arrow keys if(mouse_middle == 1) { cam_ang += mickey.x * cam_speed; cam_ang_z += mickey.y * cam_speed; } cam_ang_z = max(0,min(cam_ang_z,89)); //dont go above 89degrees cam_dist = min(1000,max(cam_dist,50)); //dont zoom out more then 1000 and dont zoom in more then 50 cam_dist_z = fcos(cam_ang_z,cam_dist); //trig don't bother camera.x = my.x + fcos(cam_ang,cam_dist_z); camera.y = my.y + fsin(cam_ang,cam_dist_z); camera.z = my.z + fsin(cam_ang_z,cam_dist); camera.z = max(my.z,camera.z); //don't go underground } }
"There is no problem that can't be solved with time and determination." -me prenceofdarkness for instant messages on AIM.
Looking for a model designer PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
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Re: Index
[Re: A.Russell]
#18940
02/12/07 17:11
02/12/07 17:11
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Joined: Jan 2003
Posts: 4,305
Damocles
Expert
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Expert
Joined: Jan 2003
Posts: 4,305
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Scripts for an RTS: ----------------------------------------------------- Here are the scripts for Wasteland. As I currently dont work on it, you can have a look at them. You can look up the scripts, see how certain things work, and use parts of it. You are not allowed to use the complete or the major part of the script commercially in an applications or distribution. Contact me if you have questions in this case. http://www.wasteland.at/WL_scripts.zipHere the demo: http://www.wasteland.at/wasteland_clanwars_prototype.zipI hope that the community gets a bit more into RTS Games then, as there seem to be not very many projects on it. You can see Pathfinding, basic AI, interface controll in action and not just as document drafts. I suggest to Use A6.31 Com or Pro for the development. Newer versions might cause incompabilities. Please dont ask me about specific functions in the game, as I dont have time to describe them all. Use the scripts with the files in the demo. To make a own level, look up the routines in the pathfinding part and create a datafile for the parthfinding. It should not be too hard when looking up the way the pathfinfing uses the data.
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Re: Index
[Re: Dark_samurai]
#18942
04/14/07 14:05
04/14/07 14:05
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Re: Index
[Re: jcl]
#18953
09/14/07 17:51
09/14/07 17:51
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Joined: Mar 2005
Posts: 59 England
brian1471
Junior Member
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Junior Member
Joined: Mar 2005
Posts: 59
England
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GET YOUR WORLDWAR 11 ACTION FIGERS HERE The World war 11 model pack contains six U.S soldiers each soldier has five different face skins that can be changed in MED or by scripting , the soldiers carry their own weapon ( one carries a bazooka , one carries a pistol , one carries a trench gun , one carries a thompson sub machine gun , one carries a hand granade and one is unarmed ) The models are between 3000 and 6000 triangles and have around 200 animation frames. http://www.3dgsmodelfactory.com
Need a place to sell your assets go to 3dgamesoft.net and sighn up as a Vendor ---------------------------------------------------------
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Re: Index
[Re: brian1471]
#18954
09/21/07 15:37
09/21/07 15:37
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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GET RTS Scripts:
Here you see, what you Get...(9 Scripts,2758 Lines Code )
-Buldings Can be set on Terrain/ Models / Map Entitys -Buildings can be build/upgraded -Units can be Touched -Camera Script -how to make a "Research lab" -defence Can be created/looks on Enemy Entity -If Unit is Selected, create a Selected Sprite under the Entity -Ressource Functions for Buidlings (How much Ressources you get) / Show this Digit into a Panel -All Vars/Arrays/Fonts-Bitmap-String Definitions -With the Laser.wdl Script you can create a Leaser Beam on your Entity, u can combine this with the Defence_Shot Script.
If this Pack not Avaible, contact me per PM...
cYa Sebastian
Last edited by rvL_eXile; 09/21/07 15:38.
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: Index
[Re: DarkPhantom]
#209948
06/06/08 21:09
06/06/08 21:09
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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Atmosphere Gradient, an easy-to-implant and low memory-use sky system. Perfect for good realistic day and night scenes http://www.megaupload.com/nl/?d=A3B9OE8MCheers Adoado and Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: Index
[Re: jcl]
#213638
06/29/08 18:00
06/29/08 18:00
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Joined: Jan 2003
Posts: 172 UK
uman
Member
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Member
Joined: Jan 2003
Posts: 172
UK
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Hello all, TO BUY : Real World Textures Volume 1 : 250 Seamless Textures. All textures are unique, digitally photographed, taken from the real world and extensively edited and enhanced before release. FREE : Real World Textures : Free Textures Sample Pack 21 Free textures randomly selected one from each category group in the Real World Textures collection. These Free textures are the same quality textures as available in Real World Textures Volume 1, only half the size. See the main Real World Textures post in User Contributions or go here : Real World Seamless Textures Thanks
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