Tutorials

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16 comments, last by ChrisE 22 years, 5 months ago
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!
~~~º¥º -
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.

And please have seperate files when ever there is a difference in functionality
~~~º¥º -
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.
snikt!!!
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
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
http://www.quake3world.com/ubb/Forum11/HTML/001100.html

Here''s a few modeling links


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

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