Well to create a real 3D shooter game, right now, is not very possible.![]()

Well to create a real 3D shooter game, right now, is not very possible.![]()
Actually I am getting thereOriginally Posted by Sieg
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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?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.