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ChrisE

Tutorials

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Hi chris,
I would like to see the existing utilities upgraded.

1: long file names for textures. I know .3ds cannot support long file names, but MAX does and chredit should. This "should" be very easy for you to do. at the very least, when you import a character/pro that has a long file name for texture/model, just rename it using standard DOS short file names.

2: exporting particle systems from MAX. i find using max for particle systems to be very easy and straight forward to use. In PR, setting the data structures by hand is very tedious and never gets the results i want. On the other hand, in max, i can view the particles as im creating them wich is very handy. Maybe you could write a utility: "Particle Edit" that is a graphical interface to particle .pro files. or .PRP (pr particle)

3: Skin modifier and Linked transform do not export properly. These are great tools that I think should be a must for exporting MAX .pro''s and .chr''s The ease of making objects animate with skin and linked transform are incredible.

4: when exporting an object to pro, if it has a texture applied, the base color should be white. i hate having to go thru changing each color to white when i export an object. : )
this is very minor and can probably be ignored : )

5: bone exports (if skin/linked transform ever work) should not be visible when rendering. beter yet, only export the object that the bones control.

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I''d like a tutorial on getting an animated character into a landscape project. And how to make him/her/it do different motions.

Also, a mini-tutorial on attaching objects to characters.

Cheers,
Random

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I like a tutorials for how to make my scenes editor like proedit.
In it I can freely manipulate a pro object for vertex and change map etc, little like maya,3dmax''s editor.

Thanks !

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I would like a tutorial about a 3rd person view
animated character walking on the landscape ,
and the interactive 2D UI ( like the HP of the character)

thanks Chris

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Making a character is possibly the hardest thing you can do in PR. I think alot of people would be very interested in a tutorial consisting of building a character from scratch, all the way from designing the vertex layout, to mapping UV coordinates, to adding character animation.

If anyone else feels this should be a tutorial, please speak your voice so chris can see the importance of such a "tool".

: )
Mike AKA Zygote

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genesis3d had a wrapper called projectZ. He write incremental tutorials which were the best I have ever seen. First example just load the engine.. 2nd load th enging and draw a triangle

like nehes demos

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I posted this in a thread a few weeks back, but it fits here, so I''ll repeat it. It goes along with Angrytofu''s mention of tutorials in the vein of Project Z.

I''d like to see a comprehensive tutorial that increments in small steps, but covers several aspects of using PR4. What I''m talking about is something like this:

Step 1 - describe what it takes to set up and compile a minimum app under PR (you already have this one in the docs pretty much)

Step 2 - tour the landscape studio, creating a basic landscape with a few features like water, cliffs, etc. and save it for use in the engine

Step 3 - make a couple of BSP objects in QERadiant (including how to convert the BSP to a PSB) and add them to the landscape created in step 2. Show how to place and manipulate them in the LS.

Step 4 - add code to the minimum app from step 1 to load the terrain and allow the player to move the camera around and look at the BSP objects.

Step 5 - add a character model (maybe pick a freeware model from the web and have it available for people to download and use in the tutorial) and change the program to add keyboard control of the player.

Step 6 - add a couple elements of a HUD to the screen, just to see how it''s done.

Step 7 - add some ambient or other sounds.

Etc...

Steps like that give the user a natural progression and in short order they can get their feet wet with the engine.

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1. Creating a Character with Textures and animation alongwith Attaching Weapons. This could involve both Max and PR. Also if it were done with Md2.

2. Creating and adding a BSP level.

I agree with many of the developers requirements above.

Thanks!

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1.) A single large, in-depth tutorial that covers anything that is commonly "shared" between all types of projects. Starting the engine, simple gui, loading a landscape, etc, resulting in a generic, reusable application framework.

2.) Then, dozens of small "effect" tutorials demonstrating how to accomplish various graphical wizardy.

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what about the a tutorial for how one of the demos was made like the awesome bomb demo? I want to make a game like that in a definite space however.

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There are PLENTY of sites and tutorials which describe how to go from a sketch to a character model (build, uvw map, animation) with 3D Studio MAX, Milkshape, and other tools. One great site is

www.planetquake.com/polycount

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Yes , and I think building a character is not
related to the PR engine itself...

there are lots of books and webs about
low polygon modeling

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http://www.quake3world.com/ubb/Forum11/HTML/001100.html

Here''s a few modeling links


Author of Power Render (http:/www.powerrender.com)

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