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.
Tutorials
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!
2. Creating and adding a BSP level.
I agree with many of the developers requirements above.
Thanks!
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.
2.) Then, dozens of small "effect" tutorials demonstrating how to accomplish various graphical wizardy.
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.
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
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
related to the PR engine itself...
there are lots of books and webs about
low polygon modeling
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