MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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PostPosted: Mon Feb 13, 2012 2:17 am 
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not sure what else can be supported though, I found this around the game maker forums, not sure how it works, or if it can even be used, but if not, i think we have alot already.

http://gmc.yoyogames.com/index.php?showtopic=513913

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PostPosted: Mon Feb 13, 2012 2:20 am 
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The 3 main model formats are .x .3ds and .obj if i recall right. Still SWR has come leaps and bounds :)


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PostPosted: Mon Feb 13, 2012 4:29 am 
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im still getting this bug, if I set my weapon to ignore lights, then i can see he texture before picking it up, but when I pick it up, its black. URL is hidden from guests, please register and login to view the hyperlink

edit: also, this is the second wavefront model that has done this, it may just be wavefront models have this error

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PostPosted: Mon Feb 13, 2012 4:33 am 
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I'll test it out in a moment. I've had no problems with .obj models so far.


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PostPosted: Mon Feb 13, 2012 4:37 am 
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Yeah I get the issue too, even when I change the texture to something else. This is quite strange. PM Zoltan and tell him the project is here to download, he'll be able to work out the issue no doubt.

Did you try flipping the normals? It's something I had to do with one model to fix an issue before.


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PostPosted: Mon Feb 13, 2012 4:40 am 
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I shouldnt have to, since it appears fine when not picked up, but il give it a try in a bit

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PostPosted: Mon Feb 13, 2012 4:45 am 
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i thought that but i had issues when using it in game so, take what you will from it. Anyway like I said, PM Zoltan and inform his to download the project and check it out. He'll be able to fix it for sure. Btw good game concept idea, medieval theme :)


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PostPosted: Mon Feb 13, 2012 4:58 am 
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kinda just a test to see how melee weapons would work, but i have a few ideas in mind for games to make with this, im working on an hl inspired thing right now using mostly default assets, maybe get it out tonight or tomorow

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PostPosted: Mon Feb 13, 2012 6:54 pm 
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Just downloaded new version of SWR now - imported my .obj and the texture - shows up black in the model viewer
whether I'm doing something wrong - I don't know, new to SW1 after all. I'll keep 'ya posted

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PostPosted: Mon Feb 13, 2012 6:58 pm 
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make sure you have a texture selected in the texture window too. I haven't had that issue at all.


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PostPosted: Mon Feb 13, 2012 10:17 pm 
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Could the original SW1 manual be included with SWR please...

OR Upload it in the Tutorials section...

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PostPosted: Mon Feb 13, 2012 10:38 pm 
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UPDATE!

RC19

- Improved model editor


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PostPosted: Mon Feb 13, 2012 10:42 pm 
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Wow the new model preview looks amazing! A lot easier and much better to use Zoltan well done!


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PostPosted: Tue Feb 14, 2012 12:17 am 
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ynyr wrote:
Could the original SW1 manual be included with SWR please...

OR Upload it in the Tutorials section...


I have the original, but it may not help much with all the new features of SWR. It is also available for download with the updated source to GM8.1 files here in the forums.

Marv

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PostPosted: Tue Feb 14, 2012 2:39 am 
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can anyone post the original 3 death scripts for enemies? I think they should be in swr

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PostPosted: Tue Feb 14, 2012 3:37 am 
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death scripts? you mean explode and stuff? just select it from the right click menu on enemies, when destroyed <dissappear> <explode> <Buzz out> etc.


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PostPosted: Tue Feb 14, 2012 3:42 am 
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i see, I thought that was replaced completely

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PostPosted: Tue Feb 14, 2012 3:44 am 
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Nope. SWR is Silent Walk 1.1 with more features. Everything that used to be in it is still there and more.


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PostPosted: Tue Feb 14, 2012 5:55 am 
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how exactly do I use the ssp particle files? iv looked at the demo file in 17, but i dont quite understand?

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PostPosted: Tue Feb 14, 2012 5:15 pm 
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If you open Silent Sparks Studio, you can open an .ssp file. Once it is there press the code generator button (Last button on the top).
This generates a script. Copy this script and paste it in the Level start script in SWR.
You need to edit the texturename, which texture should the particle system use. You also have to enter the position of the particle system: XYZ. Find a good position and enter the coordinates.
Save the level, and that's it.

You don't actually need the .ssp file for the game, the script is generated and entered.


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PostPosted: Tue Feb 14, 2012 5:23 pm 
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JG wrote:
what animations do the enemies have to have? walk, run, attack, hit, and die?......... also, do you have to have seperate models for each animation, or is it one single .man file and you would input the frame numbers like in SW2?


Sorry for the late answer, I had to research the issue. I have the solution for this. :)
Since I am writing the MD2 importer, I also extend the model animation handling.

There will be predefined animation types:
- STAND
- WALK
- RUN
- ATTACK
- HURT
- DIE
- DEAD

You will be able to set the frame numbers for each sequence:

Example:
- STAND: 0 - 1
- WALK: 2 - 11
- RUN: 12 - 23
- ATTACK: 24 - 38
- HURT: 39 - 43
- DIE: 44 - 49
- DEAD: 50 - 50

SWR will play the corresponding sequence according to the action the enemy or monster is doing.

If the enemy is not a model but a 2D sprite, the frame numbers mean image numbers instead of model numbers.


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PostPosted: Tue Feb 14, 2012 6:06 pm 
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so with these animations, do we still need marzipan for animating?
Since what was it?, you only have 20 frames to play with?

or do we get more model formats, or am i completely wrong :roll:.

i would like to see a 3ds support, perhaps animated 3d's files...

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PostPosted: Tue Feb 14, 2012 8:42 pm 
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Zoltan is writing an .md2 importer. Massively used format for the Quake games...
It's still frame based animation so I'm sure there's a way to change animated .3ds to .md2.

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PostPosted: Tue Feb 14, 2012 11:30 pm 
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sounds good, il look forward to it.

to anyone who wants to get a head start on md2 formatting, look up misfits model 3d, its a simple md2 modeler and animator

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PostPosted: Tue Feb 14, 2012 11:40 pm 
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It's good to see model support improving too. If 3ds and so on can be ocnverted easily without any pain into the md2 format then we are onto a winner. Many times i've tried converting 3ds to obj for problems and errors to always arise. If only SWR could have the level of compatability of formats like SW2. When Yoyo pull their heads out of their arses and support it maybe we will see it.


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PostPosted: Wed Feb 15, 2012 12:20 am 
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blender has plugins for just about any format if that helps

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PostPosted: Wed Feb 15, 2012 12:35 am 
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MD2 format.this is great zoltan! i hope you can do it...... you can do MD2 in fragmotion, milkshape3d, misfit 3d.....

do the models have to use the actual MD2 animation frame sequences? i could be wrong but i think these are the frame numbers. correct me if i'm wrong.

// first, last, fps

{ 0, 39, 9 }, // STAND
{ 40, 45, 10 }, // RUN
{ 46, 53, 10 }, // ATTACK
{ 54, 57, 7 }, // PAIN_A
{ 58, 61, 7 }, // PAIN_B
{ 62, 65, 7 }, // PAIN_C
{ 66, 71, 7 }, // JUMP
{ 72, 83, 7 }, // FLIP
{ 84, 94, 7 }, // SALUTE
{ 95, 111, 10 }, // FALLBACK
{ 112, 122, 7 }, // WAVE
{ 123, 134, 6 }, // POINT
{ 135, 153, 10 }, // CROUCH_STAND
{ 154, 159, 7 }, // CROUCH_WALK
{ 160, 168, 10 }, // CROUCH_ATTACK
{ 196, 172, 7 }, // CROUCH_PAIN
{ 173, 177, 5 }, // CROUCH_DEATH
{ 178, 183, 7 }, // DEATH_FALLBACK
{ 184, 189, 7 }, // DEATH_FALLFORWARD
{ 190, 197, 7 }, // DEATH_FALLBACKSLOW
{ 198, 198, 5 }, // BOOM
};

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PostPosted: Wed Feb 15, 2012 11:36 pm 
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It's good to see that the new format is well supported at least. Here's to hoping for more models in the future and more support.

I tried the Ultimate 3D engine for game maker too and I was blown away by it's effects. Normal mapping? REAL TIME shadows!? It's incredible! If Zoltan could merge SW to utilise ultimate 3d I think this engine would destroy FPS - Minus the lack of model packs.


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PostPosted: Wed Feb 15, 2012 11:58 pm 
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if that happened i may not be able to use swr. . . not to mention it would be alot of re formatting

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PostPosted: Thu Feb 16, 2012 12:01 am 
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Ultimate 3D isn't even that demanding, seriously, if you want to make games but can't even push the most basic and easiest as well as common effects found in games today there's something seriously wrong. Why reformatting though? :O


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