I have no idea where to start and what to do...
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I have no idea where to start and what to do...
Then maybe you should try the basic tutorials that come with mmf to start with. 3D is a pretty advanced thing to do in mmf right now...
download the Mod7Ex extension and check out the 1st person shooter example.
You're kidding right?Quote:
Originally Posted by Game_Master
No? Why should I be?
So you just bought a hammer and now you want to build a car with it. It's nice to set your goals high - but you shouldn't set them so high that you can't see the way there. Going the way is already hard enough.
Well. I don't want to say it's impossible with MMF(2) to create a first person shooter - it just might not be the right tool for it, especially not for someone who has just started using it. Even I wouldn't attempt it and I've been using click products for a very long time. Why would I not do that? Because I know that by the time that I have created a 3d engine with MMF, I could have learned how to script ANY 3d engine that already exists (potentially for free) and saved myself a lot of headache.
MMF is designed to create 2d applications / games. It IS capable of producing 3d content (to a degree) but that doesn't mean it is good for that purpose. So why not build a nice 2d game that is fun to play, looks neat and you can be proud of when it's done?
A 3D shooter in MMF2 is not gonna happen, Sorry.
a fake 3D shooter like Wolfenstein 3D can (something like it on vcade)
Honestly, it would be much easier to use fps creator to make a 3d shooter I would think.
I agree, but to buy a piece of software that technically only has 1 specialty genre, and for a rough price similar to that of other higher end editors. I think that's a tad silly.
Well to create a real 3D shooter game, right now, is not very possible. :(
Actually I am getting there ;)Quote:
Originally Posted by Sieg
3D shooters wouldn't be all that hard in MMF2, as long as you don't need to aim up or down...
Mode 7 or the mesh object provide some nice displays for scenery, while MMF's natural 2d features could easily take care of collisions along the x/z axis
However if you're going for the full FPS experience, I have no idea how you could do it.
FPS will be easy. You have to see it like this: In all FPS' the gun and the pointer dont move. The only thing that does move is the terrain/scenario.
yeh OK dynamyth we will give you a year like epic had to create UT in MMF2, if at the end you don't produce or its nothing like UT, you fail, or we could skip the rubbish and just say you've failed right away
Yes, but if you handled the 3d that way, how on Earth would you deal with collisions or the environment or bullets or enemies, it simply isn't possible... Unless maybe you know something we don't?Quote:
Originally Posted by Dynamite
Test where abouts and how close the wall is close to the camera. A custom movement is highly recommended
dyna you obvesly know nothing, how would you test how far parts of a 3D wall are from the camera, its got width and height and its not all the same distance, you cannot do a 3D engine in a 2D programming tool unless it is fake 3D
>_< Then how will you orientate the camera simulatneously in both a 3d and 2d environment?
The again, I suppose its quite possible to have the y rotation of the camera set to a variable and make bullets travel "upward" on the 2d plane by adding to a height value based on the rotation value.
Woah, I'm getting ideas.
Edit: brainstorm: The camera could detect walls on a 2d plane, like Mode7 style, however the walls themselves could all be assigned height values, so that low walls could be passed over and high ones be passed under, bullets using height values could also travel over/under walls and collide with ones within their height range this way, the only problem I see so far is rendering all the bullets and enemies that are to go into the environment, everything else seems fairly simple in theory.
no no no. Look you program it so when you press the up arrow whcih is to go forward moves the scenario forward. You can compare 2 general values like "Z of 3Dmesh_scenario" Equals "30" or something. I haven't used the mesh object for some time so i dont know its conditions, actions, events etc.
3d mesh object, yeh maybe, so they try getting it to go above 20fps with a large terrain
It would be unnecessary to use the 3d mesh objects events for collisions, rather it would be much simpler and more effective to use it as a display tool and use a 2d map/grid for collisions (with height values assigned to add yourself a 3d Y axis), as the 3d mesh object seems a tad unfinished and underfeatured at the moment (in comparison to the old 3d sprite object).
Edit: frames per second issue: that also stands until the object is HWA supported.
I dont see any other objects around?
You don't need to, all you need is the built in active objects in combination with the 3d mesh object (which would only be used for display purposes) and a little bit of alterable value manipulation for collisions and height detection, it still wouldn't be true 3d (other than the display), but thats the closest you are going to get and probably the most accurate way of doing it.
Im talking about http://66.232.99.210/images/counter-...-flash-big.jpg
Yes that can be made with active objects.
An edited screenie of CounterStrike Source?
What exactly do you mean?
The NPC's will be really hard to make. I would try to achieve the man with no gun walking around a grassy plain being made by MMF2
That would be simple, actually, I sorta have the idea of it already. however I have little idea of how to make the NPC appear on screen, however I know how to physically (but not visibly) allow him to be placed around the field and shot at.
Actually, it wouldn't be too hard to make the enemy appear on screen, assuming you have a nice little heightmap of actives set out like I said before, and give the NPC its own hitbox height value, so that bullets traveling within its x-y-z box could strike the NPC.
I'm pretty sure the "flash" CounterStrike you just showed off used a load of screenshots and just played them out 2D shooter style, like a shooting range game.
well dynamyth make CS in MMF then, we should have a bet on if you can make it or not, I'd bet £50000 against
Haha, this is a bit rough, but it outlines my idea, sorta.
I made it in paint in like 10 seconds, its hard to understand but its got all of my info summarised with (bad) pictures.
http://img90.imageshack.us/img90/6950/fpsideahi0.png
EDIT: augh, I typoed bad... Can't fix it... in pic... AUGH!
Your best bet is hooking up the irrlicht engine (by writing your own extension for it).
Everything else will look either so ugly that noone will play it unless you pay them money or it will run so slow (even with HWA) that noone will play it either.
http://unity3d.com/gallery/entries/gcp/GCP3-normal.jpg
http://unity3d.com/gallery/entries/p...tor-normal.jpg
This tool is $199 and comes with all the 3d stuff you'd ever need (unless you're a big company, which you aren't :cool:). Only downside with this one is that the dev tool only runs on mac. But then it's only an example anyway. Do yourself a favour and use the right tool for the right purpose.
I don't want to advertise for other companies' tools here, just don't want you to break yourself a leg to create the (almost) impossible.
The real challenge isn't to make the collisions, rotations and everything, but layering and rendering the 3d objects will be the real challenge.
And using 2d objects to render in the FPS shooter won't look as good as they won't rotate in that "natural way" 3d objects does it.
3D in MMF2 2D, without an extension?
Hm, well there exist some old 1.5 examples I guess, but all of them run slow, and I dont know if they can be considered as 2.5D instead of 3D?
Also I'm not sure about what you're talking about Dynamite, with that Counter Strike picture. Do you mean like all those flashgames, where a terrorist appears on the screen and you're supposed to shoot them?
Anyway to make a Real 3D game without a 3D extension will not be very easy I guess.
Btw, Andos have made a "3d Engine" made with help from Overlay Redux, I dont know the possibilities tought.
That engine can only make flat walls, and no round shapes or load any kind of models.Quote:
Originally Posted by Cocodrilo
OK so perhapses you could make some hacky rendition of a 3d shooter with mmf2. Even if you could though it would be a bad idea.
MMF2 is a great tool for 2d games and applications and even makeing prototypes for unique concepts that will later be converted to 3d in another app.
There are a ton of great tools to make 3d shooters. Moding the crisis or half-life engine or even using the garage game engine would be a better place to start. Granted if you want to change the game play dramatically it will get very deep very fast. But for a standard 3d shooter you will have a much easier time using a tool that is made for that.
Regardless of what people tell you, MMF2 in it's current state is not the tool to use to make a first person shooter.
That being said I think you may find it even more rewarding to create a trully unique gameplay experience with MMF rather then trying to complete with 200+ man teams that make games like Call of Duty 4 :).
There's a true word. If you look at the credits of your average 3d game, you might notice that it's not been done by 1, 2 or 5 people but at least 10 to 50, not yet including the casual outsourcing for sound and music, etc.
That's not correct, the engine can load simple "mmf vertex" model files, as the comments describes. :PQuote:
Originally Posted by MechaBowser
I still wonder why try to force a 3d game into a 2d engine. I've checked and there are at least 50 very capable 3d engines out there, many for free, many with gorgeous graphic capabilities and lots of them easily scriptable.
Save yourself some headache and use the right tool for the right job.
The game I'm working on at work ("The Wheelman"), is by a studio ("Midway Newcastle") of 100 people, not counting the original developers of the technology we've licensed and some of the stuff we've outsourced. Before Midway bought the studio, games were being made by a smaller team (9 when they started, up to 60 just before Midway), using an in-house developed engine.Quote:
Originally Posted by Random
So I'd say it was more like 10-150 people for a 3d game.
I made that 3D wireframe engine in a "because I could"-kinda way, to learn and for the fun of it. Making a "real" as in 'sellable' game in it would be pointless.
I would encourage people to try break the boundaries of what something is supposed to be used for. Only then you can really learn something new and not follow old tracks.