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Author Topic: Let's make a FREE WoD game  (Read 8309 times)
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ORI
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« Reply #30 on: 2007-03-08, 04:52:32 »

Gmax is easy to learn, but its kinda crappy past the modeling part, and you need a converter ( Neverwinter nights,MD5 or something like that) to use the models in other software which can be annoying.
There is a way import the Gmax geometery into Blender somehow but I dont know the specifics on how that works.

Blender is a really good free app but the interface is not intuitive and may take some time to learn it(need to know all the hotkeys), but it can do most of what Max can do.

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Xaltar
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« Reply #31 on: 2007-03-08, 11:59:02 »

Blender could do with some UI plugins. If someone were to take the time and make emulations of the various more popular 3d app UIs then they would get a lot more converts. As it is Blender is a powerful app and every bit as capable as its commercial $$$$$ counterparts.
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ORI
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« Reply #32 on: 2007-03-08, 15:39:20 »

Turns out theres a new blender 2.43 ( didnt try that one yet)

Edit: looks like it finally has a proper/offcial Knife(Cut) tool and sculpting mod so its probably better modeling workflow now.
« Last Edit: 2007-03-08, 15:54:16 by ORI » Logged
Javokis
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« Reply #33 on: 2007-03-08, 16:14:22 »

I like blender. It has tons of tutorials online.
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El Gostro
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« Reply #34 on: 2007-03-14, 02:52:42 »

I hope I ll soon be ables to gets me a new haven,I be havin tons o ideas ta make concepts for PC  template duders!
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Javokis
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« Reply #35 on: 2007-03-14, 15:56:21 »

I still want to do this, but I know I am a serious newb when it comes to c++, but I also tend to think that I'm going to have to spend money on real c++ software to really start up this project. I don't think Express has everything needed to export this source code, but I'll still persist come spring vacation. Maybe I can talk to one of my instructors...

What would be nice is if I wasn't the only one trying to do this using VS C++ Express. Before people start telling me to use something else, you're going to have to prove that 'other' software can export this engine's source code. Otherwise other software is just as USELESS. I need to do this. I can't learn game engine coding without a WORKING and MODIFIABLE example. My mind just can't process without working examples.
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« Reply #36 on: 2007-03-15, 08:23:34 »

What kinda export are you talking about and for what file formats?
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El Gostro
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« Reply #37 on: 2007-03-16, 01:40:27 »

Should I make one o the ravnos models look like the vincey fella from FF7?
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Javokis
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« Reply #38 on: 2007-03-16, 02:07:23 »

I'm trying to figure out how to export the Overdose source code just to see if I can. I am using VS C++ Express because I keep hearing that it can do it. I'm trying to load Overdose's VS C++ solution file and run 'debug', but keep getting errors. I have included several files that I was told I needed, but I am stumped on what I could be missing now.

I thought I had attached links of the errors to this topic and clearified my issues earlier.
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El Gostro
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« Reply #39 on: 2007-03-16, 02:25:16 »

Been thinkins ,Javos a list of what ye d like the concepts o the generic PC be lookin likes could ya gives mes?
Pen n paper i still be avin!
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Javokis
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« Reply #40 on: 2007-03-20, 19:06:05 »

Dangit. I can't figure this out right now. I'll need to get some real experience in c++ before I do any of this 3d game making stuff.

Java is what I know now so I guess that means I go back to modding Wodal for Redemption.
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Czud
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« Reply #41 on: 2007-03-21, 02:42:06 »

I just compiled Quake2 Evolved under DevStudio 2005 Pro, no data to test it with but the created exe ran before complaining about missing game assets.

1.  unpacked q2e_v040_src.zip into c:\q2e_v040_src
2.  unpacked openal-0.0.8.zip into c:\q2e_v040_src\openal-0.0.8
3.  opened the VC6 .dsw saying yes to convert it to a 2005 .sln
4.  game properties page - configuration properties, c/c++,  general, additional include directories added    openal-0.0.8\common\include
5.  quake2 properties page same as above might not actually be needed by both didn't check
6.  compile error in client\s_sfx.c line 350 change to      return false;
7.  compile error in client\s_sfx.c line 354 change to      return true;
8.  quake2 properties page - configuration properties, linker, input, ignore specific library added    LIBCMTD.lib
9.  Hit compile and you should get a q2e.exe

There will still be hundreds of warnings and judging by the bool trying to return a pointer in s_sfx.c many of them will be valid but at least you should have something you can compile and run.
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« Reply #42 on: 2007-03-21, 03:15:12 »

You can export it with visual studio 2005 pro? I thought it didn't have c++ exporting abilities... well shit I guess I'll re-install my vs2005 then.
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« Reply #43 on: 2007-03-21, 21:57:30 »

You can find the installed languages under help - about visual studio.
From custom install you can choose the languages you want.
I didn't install J#, SQL and some other stuff I won't use, dont know why I installed anything other than C++ and C# really...

Microsoft Visual Studio 2005 Version 8.0.50727.762  (SP.050727-7600)
Microsoft .NET Framework Version 2.0.50727

Installed Edition: Professional
Microsoft Visual Basic 2005
Microsoft Visual C# 2005
Microsoft Visual C++ 2005
Microsoft Visual Web Developer 2005
Microsoft Web Application Projects 2005

Microsoft Visual Studio 2005 Professional Edition - ENU Service Pack 1 (KB926601)   
« Last Edit: 2007-03-21, 22:02:31 by Czud » Logged
Javokis
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« Reply #44 on: 2007-03-22, 06:07:23 »

Ok I got my vs2005 setup again and as you said it gave those errors, but I found no exe in the debug folder. I get a failed export error possibly because of those booleans. I go fix those then try again....

AHA!!!!

It be workin' mon! We be in business mon... yes yes!

**Appropriate LotR soundtrack music playing at this moment*

...I'm ready to mod the fuck outta this thing.   Cheesy

Haha... 3am... I'm still awake... damn... I need to sleep.
« Last Edit: 2007-03-22, 06:12:03 by Javokis » Logged

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