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Game Development / Re: My 2 cents on RA3.
« on: September 22, 2014, 04:18:07 PM »
Unwrapping works somehow. Texture manually extracted from file as .PNG

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Game Development / Re: My 2 cents on RA3.« on: September 22, 2014, 04:18:07 PM »
Unwrapping works somehow. Texture manually extracted from file as .PNG
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Game Development / Re: My 2 cents on RA3.« on: September 22, 2014, 07:21:01 AM »Daumn, that's a good start, man. Keep at it, and before long we might have fully functioning RA2 robots in other programs!Now we just need someone to upload all the .obj models. 43
Game Development / Re: My 2 cents on RA3.« on: September 22, 2014, 06:19:09 AM »
Spent a few hours on this. It loads directly from the default player team bot0.bot, bot1.bot, and bot2.bot. I also experimented with loading the textures which are also included in the save file into Unity, but Unity does not natively support .tga files. I found a .tga loader online, but did not manage to get any results from it. However, unwrapping should be easy as it's all included in the file, and a workaround to the textures could be extracting them from the file, then converting them to .png.
So far the importer only builds the chassis shape with a default texture applied and no unwrapping. ![]() ![]() ![]() 44
Game Development / Re: My 2 cents on RA3.« on: September 21, 2014, 04:47:58 PM »
Okay this is definitely possible. If none else then I'll take the first step and try to implement .bot files into Scrapmatch so players can play both bots made in RA2 and bots made in Scrapmatch against eachother (cool eh?). However, I can't do this alone. To load bots from RA2 We'll need all the component models from the standard unmodified version extracted as .obj files. Any volunteers?
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Game Development / Re: My 2 cents on RA3.« on: September 20, 2014, 05:05:04 PM »https://gametechmods.com/forums/index.php?topic=11658.0Perfect. I'll experiment with it monday when I get back from my weekend trip 46
Game Development / Re: My 2 cents on RA3.« on: September 20, 2014, 01:39:56 PM »The first batch is the preview image if the bot has one (visible in screenshot) and the second batch is the chassis texture (not visible in screenshot).Alright, those parts we can skip. Any idea exactly how the chassis values are to be read? We need corner point coordinates or something like that to construct the chassis 47
Game Development / Re: Scrapmatch« on: September 19, 2014, 10:24:16 AM »
I heard someone mentioning the death of Scrapmatch.
I've just been away for some practice. Here's an update for you. Probably best to show it in a picture. ![]() The game now fully saves and loads all sorts of components. It's not very optimized but once it is, I'll start adding functionality for attaching components to other components (wheels on motors on extenders on chassis). Once all of that is done I'll give you a new version to play with. I've also found a game named "Game About Vehicles" which is made in unity and has exactly the type of physics I am looking for, ultimately proving that Scrapmatch CAN be completed in Unity instead of porting to another engine like Source. I just gotta either find out how or ask the guy (Russian I think) who made it. Furthermore I just started on a 3D modelling college, meaning more time for Scrapmatch than what I had on the previous school. 48
Game Development / Re: My 2 cents on RA3.« on: September 19, 2014, 10:03:35 AM »Ah yes. Makes a little more sense now. But still. All that cryptic data gotta be for somethingLoading .bot files into a Unity environment? Hmm. Not a bad idea. I'm just gonna download the game and study the save files for a while.You're gonna want to use Notepad+ on bot files. ![]() 49
Game Development / Re: My 2 cents on RA3.« on: September 19, 2014, 05:33:35 AM »
Loading .bot files into a Unity environment? Hmm. Not a bad idea. I'm just gonna download the game and study the save files for a while.
EDIT: Alright.. Anybody got some terminology on this? ![]() 50
Game Development / Re: Scrapmatch« on: June 16, 2014, 06:33:15 AM »I take it you will add speed & tourque later?Definitely. It'll have the same as RA2, just more. 51
Game Development / Re: Scrapmatch« on: June 11, 2014, 05:51:20 PM »![]() Exam time is rough, but I've managed to pull off a little progress. Here's a not-so-pancake'y motor with two attachment points; one on the bottom and one on the rod. For those of you who are interested, here is the moddable code that determines attachment points, models, preview image, name etc. Several models can be attached to the same component This is a very early model and will later include complex functionality as well. Code: [Select] name:Pancake motor
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Existing Games / Re: Top 5 gaming moments that made your heart stop« on: May 24, 2014, 05:17:32 AM »
5. Far cry 3 - Battling the Ink Monster before having sex with some sect leader
4. Far cry 3: Blood Dragon - The entire intro scene. Neon, explosions and a gattling gun. ****in' love it. 3. Alice: Madness Returns - Pretty much every cutscene in this game is genious 2. Dwarf Fortress - 53
Game Development / Re: Scrapmatch« on: May 24, 2014, 04:29:55 AM »Just a question, will you be trying to make a piston powered flipper?Piston powered.. perhaps. The mechanism here involves more than one axle point which could prove tricky. I'll give it a shot 54
Game Development / Re: Scrapmatch« on: May 23, 2014, 05:31:26 PM »Nice idea! Is it only going to be for battery packs, or maybe you could have multiple motors with one axle to be like a gearbox? Also will you be able to load your own models?It's going to be the spine in every available component. Everything from motors to flamethrowers to flamethrowing motors will be created in this. However, the main issue is model import. Since Unity does not natively support importing models at runtime, I've tried messing around with a third-party importer which only works 50% of the time, and only when there is no UV layout on the model, which makes it really hard to use. I decided just to scrap that idea. However, I am going to spend a lot of time creating a huge bunch of bits and pieces so that you guys have something to work with. Really good idea! I guess it'll be easier to add custom components to this thenIndeed it will. The components you make will be stored in simple text files and can be used on your own server. 55
Game Development / Re: Scrapmatch« on: May 23, 2014, 02:34:20 PM »
Been busy studying for finals, and now that I finally got some spare time I decided to pick it up again.
I ran into some problems with loading external models, so instead, as a temporary solution I'll be including a component mod tool in the game for everyone, including myself to use. Here's an early screenshot of it. ![]() PS: Finals included something with an Arduino and some motors. My product was quite funny imo. Here's footage if interested. 56
Game Development / Re: Scrapmatch« on: April 21, 2014, 07:54:37 AM »In what file format you currently import assets/models to game? I am not sure about how much i can help but i will try my best(its been ages since i used unity, or devloped indie games. (more than 1.5 years)I've tried with .obj models. But really, any file that works would be great. I'm thinking about creating a custom format so I can read it easier, but that'd take ages. I'm already using custom file formats for robot save files. 57
Game Development / Re: Scrapmatch« on: April 20, 2014, 04:28:37 PM »This game looks to have SO MUCH potential.Actually I could use some assistance. Progress has been halting for a while since i'm improving my 3D modelling skills 58
Game Development / Progress update« on: April 09, 2014, 02:14:54 AM »
It's been a while,so I thought I'd update you with the current state of the project.
I've been working on the addition of components to the game, and since I wanted it to be fully moddable I've run into some issues. First I began creating a component editor, however I figured it'd be too much work so I postponed that feature. The second issue is the model importer. While Unity's models are automatically compressed during compilation of the game, external models are not. This means I've had to resort to a third-party .obj importer script which has a few missing features here and there. For example; models are imported without an UV layout, meaning that the models have only one color. I'm trying to find a workaround but despite the graphical difficulties, the game will continue. 59
Game Development / Re: Scrapmatch« on: April 04, 2014, 04:51:00 PM »The download isn't working. I don't know if I missed it, but 404 error keeps popping up...https://gametechmods.com/forums/index.php?action=dlattach;topic=15230.0;attach=4706 60
Game Development / Re: Scrapmatch« on: April 01, 2014, 11:40:30 AM »
Yeah I'm trolling my own thread. This is what Obama did to me.
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