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[On hold indefinitely] Full 3D in RMXP

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one thing I'd like to do is add some sci-fi stuff to the rtp, because I know that sci-fi stuff is fairly difficult to find, especially if you want high quality. I dunno, we'll see. It also depends on if Demonfire wants to go there just yet ;)
 
Yeah, that's exactly what I was thinking. We need to make sure we have enough to test with, because without the code the rest of it has no use XD
 
Yeah, I meant in addition to. I'm almost done with the piano, I'll get that posted soon as it's done. I was just thinking more long-term as opposed to immediate :wink:



EDIT: actually, looking back at my first post I guess I worded it wrong, because it does sound like I was talking right now. Oops, my bad :biggrin:
 
jbrist":4sy9cegv said:
DeM0nFiRe":4sy9cegv said:
If DFRM tools is messing up I think it means I included the wrong MFC. I will try to fix that.

@jbrist: thanks for the comments! Your moral support will be greatly appreciated, just keep churning out suggestions XD

As for the FFX battle system, I hated that battle system with a passion XD Sorry XD


So guys, tomorrow I hope to have a demo where you can walk around and junk, ok? Keep the comments coming!

Also, don't forget, I need some models still!

:eek:: , You're the first person to ever tell me that you hated the FFX battlesystem, everyone else I know who's played it loved the battlesystem, lol.

Hmm, although it may be tricky to set up where the characters move, maybe you could go for a Chrono Trigger approach to the battlesystem ? I mean, it'd be great if it could be implemented, but making sure that when you encounter an enemy, your characters don't do something dumb and run over a tree could provide difficult, unless I'm completely wrong and it's something easy, lol.

Or how about going for a different approach to the battlesystem, obviously it'd be turnbased as most RPG's are, however;
You see your character from directly behind, slightly overhead so you can see the enemies directly ahead of you, and when you attack/cast skill etc., the camera angle changes to behind and slightly overhead of the enemy, so you see your character running/walking/crawling/rolling towards them and hit them, it may be something worth experimenting with...

And ooh, a moving demo, that could provide useful, as people will be able to see the playability in this and see that it's not just a fancy visual, but infact a fully working moving game.

I didn't mind the FFX battle system but you think by then JUST maybe they could have made it a free walk about fighting style Like FF12 but.. well good... without the wait to use attacks and stupid things like that.... :P

OK! on to the acctual matter, This looks pretty damn cool so keep up the hard work DeM0nFiRe...
 
Damn, DF and Rico

This project is really taking off! Last time I was here, we were stoked to have lighting ^^. Anyway, my utmost support in your endeavors, and I can't wait to try this out in it's entirity!
 
I must admit I've been slacking a bit with this project since I started helping demonfire by modelling a few basic characters for use in the RTP, but with this spark of interest in the subject I thought I'd go back to my character model to throw on some basic textures and show everyone a few of his animations. :biggrin:

Wait for all the frames to load once, then it should go smoothly.
herowalk.gif
Wait for all the frames to load once, then it should go smoothly.
herorun.gif

Some parts on his shirt flickers in the walk cycle but I think that's just the poor lighting.
Sorry for the .gif quality, but that's needed to be an animated gif I can show on forums.
Also, if it's not just my computer, the speed's a bit slow in the gifs, so sorry about that.
 
hey Dustin you can do character rigging too?

I am pretty decent at environments but characters are a weak area for me. It would be great if you could do 'em! I can do pretty nice textures for them as well if you want to do the character modelling, rigging and animation... :biggrin:
 
Ricoman":3k2uwmy3 said:
I can do pretty nice textures for them as well if you want to do the character modelling, rigging and animation... :biggrin:

Haha, that would be ideal, since texturing is my weak area. PM me if you want the .blend for this hero, and you can edit or do over the texture I have on him.

For future characters would you be able to do all of the uv unwrapping as well as drawing the textures?
 
I think so. Let me check at lunch to make 100% sure...I'll list a few types just in case...

EDIT: ok guys bit of a slowdown on the production line...the piano is taking !^%#@ forever because of all the pieces. Will post pics when it's done...

ok it's mostly done, have a few more places to texture and that's it. it is freakin awesome, if I do say so myself! wewt...

I was thinking of doing 2 different texture sets for the model, though. The RTP style one is VERY blank, needs some more detail.
 
To be honest Rico, I think your high res models have too many unnecessary polys (particularly in the windows where the shaping has actually caused visible gaps), whilst the low res ones have too few polys. You need to find a happy medium between detail and polycount. It would help for you to look at other in-game models such as the ones from Half Life 2 and see how they optimise their models.

Also, on the windows with drapes, I find it very odd that the rope binding the curtains together was painted onto the drape's texture even on the high resolution one, it just looks odd.
 
DeM0nFiRe":1lux3h71 said:
Both anisotropic filtering and anti-aliasing will work :thumb:....

I got a question, since maybe you might have the answer regarding AA fonts. How can you tell VX to NOT apply AA on fonts? I've tried several types of fonts but VX still insists on applying AA to my fonts. I'm making, or continuing my retro RTP project and AA fonts are simply out of place here. Is there even a way to do so I wonder?

BTW, this is looking nice, although I didn't get to do much with the demo. Thanks!
 
I would assume that there is no way to disable the AA on fonts in RMVX through RGSS. It would require an external dll, I'm pretty sure.

So, an update on the project, I am thinking I am going to make it a little bit easier to work with. I realize that the object structure I was going with is a bit advanced, so I think I will simplify it for you guys so it will be easy to script with.
 
Sailor Taurus":189zvvm0 said:
To be honest Rico, I think your high res models have too many unnecessary polys (particularly in the windows where the shaping has actually caused visible gaps), whilst the low res ones have too few polys. Also, on the windows with drapes, I find it very odd that the rope binding the curtains together was painted onto the drape's texture even on the high resolution one, it just looks odd.

yeah, I know what you're saying and you're right, I won't argue your points. The whole purpose of doing these "quickies" (except the piano, that #!@% is done except for the black keys on the piano) is to give Demonfire something to work with and test in his 3D environment. When it comes time for release I will be going back over the models to fine-tune them. I simply don't have time now.

However, when it does come time, it sounds like you'd be a great QA for these models if you're interested, you seem to have a good eye for that kind of thing!

EDIT: the piano is done! As soon as I get to an internet connection that allows pictures (I'm at work) I'll upload some pics of it. I disabled the lighting so you can see the textures better =)
 
Hey quick question! I surely hope no one already asked this, because I don't really feel like reading through seven pages of posts, but I don't remember anyone asking it so here I go.

So, You'll still be able to script in ruby and create a 3d environment and everything... but what about events? I am no scripter at all! I work with events mostly, becasue that's the only thing I really understand, and the idea of programming scares me. Would people like me still be able to use events and make it 3D as well? I know on the last page of the Event Commands theres "Scipt..." button, and a window pops up that allows you to type a block of code. I think anyways, I've never used it.

Would it be possible to use events to make our own CBS, and still have it 3D? For example something like...

Code:
Event touch

 

Conditional branch: Script: Input.Press(Input::C?)

>Script: BLABLAHBLAHBLAH Play Player Animation Attack

>Script: BLABLAHBLAHBLAH Play Enemy Animation Hurt

>Control Variables: [0001:Enemy Health] -= Random No. (5...10)

ELSE

>Script: BLABLAHBLAHBLAH Play Enemy Animation Attack

>Script: BLABLAHBLAHBLAH Play Player Animation Hurt

>Control Variables: [0002:Player Health] -= Random No. (5...10)

BRANCH END

There's a pretty basic ABS, I think =P
So what I'm asking is, could we use the Script command to play the animations found in the 3D models and use it for other things? So that the people who don't script can use events and still make great 3d games?

Wait, and also... we'll be able to use the RMXP Map editor, but we can also use levels created in external programs designed for 3d level design right?
So assuming we used something other than RMXP to make the levels, when we do the Start Party position on the map, how do we know where exactly the party will be placed in the level created with the external editor? Will we have to use a script and give precise coordinates as to where the party will start, and will we have to do the same for other NPC's and objects?

Sorry, it was supposed to be a quick question, but I felt like I had to elaborate a little more, and then that just lead to another question XD
But I hope what I'm asking made sence, I really don't know much about the 3D world.
 
Hehe, you missed a lot! Yes, you will be able to use events, and yes you will be able to use the RMXP map editor to make maps. One of the biggest reason I am doing this is to make 3D less unreachable, so I want it to be as close to what you guys are used to.
 
Oh okay! Great! You're a god! A shining golden god! :biggrin:
I cannot wait until this is done! I've always wanted to make a 3D game, but I just couldn't do it because everything else is so much different than RPG Maker, and that's the only thing I can use. But all that's about to change, thanks to you! :grin:
 
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