Product Chat / Okay so I know I will probably find the answers but

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j i m b o b a g g i n s
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Posted: 7th Aug 2015 15:23 Edited at: 9th Aug 2015 13:39
Okay so I know I will probably find the answers by digging through the forums but as a longtime multi licence (yes I bought four copies over a number of years) user of fpsc i was surprised about a few things in Game Guru. BTW I bought GG from the game makers humble bundle which i must say was a really good deal.

Anyway I decided to do a simple test in GG and on a flat terrain created a waypoint square, dropped the female assassin on it and a player start and proceeded to test the level.

So first thing i noticed was that the assassin doesn't run even though that animation is in the model. She also swings a sword which goes through her own head? I found out about the run animation by loading the model into fragmotion, the sword swing was obvious in game. Then when I looked at the LUA script I saw there is no proviso for running, just the walk or rather hobble animation (she is too easy to run away from). Then i also noticed she has both a normal and specular texture dds but they are not used in the script either just the colour texture.

I am sure I can find out how to add the other maps (normal and specular) and how to limit the attack animation so that she doesn't hit her self and how to add conditions for running in the LUA script. Like say where if i am in sight and greater than a certain distance, the question is should I really have to ?

In conclusion I guess that nothing has really changed with how to make a game. If you want it to be good then you have to dig beneath the surface , get your hands dirty and start modding some scripts.

If anyone knows of a comprehensive guide on the scripting language I would really appreciate it .

Cheers

Nah I am not whinging just complaining Thanks for the great software
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Gtox
3D Media Maker
10
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Joined: 5th Jun 2014
Location: South Africa
Posted: 7th Aug 2015 16:14
Not sure about the rest of it, but the normal and specular maps are read automatically, as long as they follow the correct naming convention - mytexture_D.dds, mytexture_N.dds and mytexture_S.dds. To see the normal and specular effect you need to set the entity shader on 'highest' (hit 'tab' twice during test game).
smallg
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Joined: 8th Dec 2005
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Posted: 7th Aug 2015 18:55
this might help
https://forum.game-guru.com/thread/212180#msg2519528
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