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richdj
08-25-2005, 05:41 PM
I'm looking to make a game in the not so distant future...

I've looked at a coule of engines mainly A6 game engine (http://conitec.net/a4info.htm) and I've got the lost pencil just animate games tutes (http://www.lostpencil.com/) and I'm looking at Dark basic (http://darkbasicpro.thegamecreators.com/?f=order)

I'm after something that has a click together system, with the ability that I can programme things later on (I know nothing at this time of programming)...

But my main concern is that I can use :lightwave to make the models and then export/inport them into the game..........

Any advice, Problems info for the un-initiated is wellcome...

Rich

tiler
08-26-2005, 01:11 AM
from what i know about Dark basic it compiles at run time which ive heard can be slow, you may want to look at something that pre compiles

have you taken a look at Blitz3D
http://blitzbasic.com/Products/_index_.php
theres a free lightwave to .b3d (blitz 3d files) converter

its worth a look

richdj
08-26-2005, 04:50 AM
Cheers tiler... looks interesting...

Rich

turbo
08-26-2005, 11:57 AM
Lost Pencil does some great LW character animation cds. I modeled our characters in Lightwave, rigged them following Timothy Albee's book and then Varmint used the Lost Pencil cds as reference for setting up an awesome goal system that makes animation easy.
Teella animations stills. (WIP) (http://korner.krabbit.com/showthread.php?postid=26866#post26866) and Necrotech Chief animations stills. (WIP) (http://korner.krabbit.com/showthread.php?postid=26867#post26867) Scroll up and down to see more..

These screenshots are taken ingame, btw, many of them in a little toon viewer Varmint put together for us.

So :thumbsup: for lightwave, and lost pencil. :D ... tho it's handy to have a great programmer...

Whit
08-26-2005, 12:12 PM
For immediate (though limited) gratification, take a look at the Cando Car Game at this site:

http://www.clwug.com/demo.htm

--Whit

richdj
08-26-2005, 01:32 PM
Turbo and Whit,

Cheers for the links

Rich

wolverine1900
08-30-2005, 01:56 AM
I'm looking to make a game in the not so distant future...

I've looked at a coule of engines mainly A6 game engine (http://conitec.net/a4info.htm) and I've got the lost pencil just animate games tutes (http://www.lostpencil.com/) and I'm looking at Dark basic (http://darkbasicpro.thegamecreators.com/?f=order)

I'm after something that has a click together system, with the ability that I can programme things later on (I know nothing at this time of programming)...

But my main concern is that I can use :lightwave to make the models and then export/inport them into the game..........

Any advice, Problems info for the un-initiated is wellcome...

Rich
Go and buy you a copy of Unreal Tournament 2004. The included editor supports Lightwave very well. If you are aware of what the community has done until now (Total Conversions, New Weaponry, New Characters etc.) and what games are done with the UT-Engine you definetely should be somewhat amazed :) The communities' support is great and there are a lot of Tutorials and experienced modders...
Maybe this is a good alternative?

richdj
08-30-2005, 05:26 AM
Cheers wolverine1900....

Rich

Scott_Blinn
09-01-2005, 06:00 PM
I'm looking to make a game in the not so distant future...

I've looked at a coule of engines mainly A6 game engine (http://conitec.net/a4info.htm) and I've got the lost pencil just animate games tutes (http://www.lostpencil.com/) and I'm looking at Dark basic (http://darkbasicpro.thegamecreators.com/?f=order)

I'm after something that has a click together system, with the ability that I can programme things later on (I know nothing at this time of programming)...

But my main concern is that I can use :lightwave to make the models and then export/inport them into the game..........

Any advice, Problems info for the un-initiated is wellcome...

Rich


Not sure if you plan to market this game or not, but if it's free have you thought about Epic's Unreal Engine? Just buy the latest Unreal Tournament to get the engine and tools to play with. Also, there is a TON of online help/tutorials. Valve's Source engine is another one to check out maybe.

If it is something you hope to market your game, I would say look at the Torque Game Engine. I think it's only $100 to license it.

Good luck!

mkiii
09-01-2005, 06:37 PM
You may also want to take a look at the mod scene for Half Life2.

Whatever you decide on. I seriously suggest that you at least try making a FULL mod for a current game (unreal / HL2/ CoD etc). Once you have created a couple of entire levels, textured them, made all the props, FX and sound files, then made, textured the many Player & NPC characters for your game (plus their weapons & gunarms), and done the many animations for each one, you will have an idea of the huge amount of work involved.

I suggest this, because many people seem to get the idea that it will be a few weekends work to make a game, and if you start at the mod level you will not have wasted any cash. You might enjoy it, and you will certainly learn quite a bit about the process of making agame.

Notice that I didn't even bother listing game design & coding up there.... but rest assured, unless you are just making a multiplayer mod for an established game these two disciplines will probably take as much time (depending on skill level), as the art side.

richdj
09-02-2005, 01:12 AM
Cheers Scott, I'll have a look..


You may also want to take a look at the mod scene for Half Life2.

Whatever you decide on. I seriously suggest that you at least try making a FULL mod for a current game (unreal / HL2/ CoD etc). Once you have created a couple of entire levels, textured them, made all the props, FX and sound files, then made, textured the many Player & NPC characters for your game (plus their weapons & gunarms), and done the many animations for each one, you will have an idea of the huge amount of work involved.

I suggest this, because many people seem to get the idea that it will be a few weekends work to make a game, and if you start at the mod level you will not have wasted any cash. You might enjoy it, and you will certainly learn quite a bit about the process of making agame.

Notice that I didn't even bother listing game design & coding up there.... but rest assured, unless you are just making a multiplayer mod for an established game these two disciplines will probably take as much time (depending on skill level), as the art side.
mkiii

Excellent idea, I'll look at modding first... I'm not expecting it to be a walk in the park, or be done in a matter of a few days...

Rich

Mebek
09-02-2005, 10:52 AM
If you're looking to make an MMO, check out www.realmcrafter.com - not released yet, but very soon, and looks promising.

wolverine1900
09-09-2005, 09:48 AM
OK, now you're getting your hands wet, don't you? :)

As I and Scott_Blinn told you (Unreal Engine is nearly the same in Unreal and Unreal Tournament) get a copy of an existing game to try your skills. I fooled around with the Unreal Engine and the battlefield2-Engine (which is afaik an "extended" bf1942 engine) and if you are looking for Lightwave-Support you can also get your hands on the quakeIII Engine (I think, Serious Sam is based on that also, but not shure (my brain is getting older and older :neener: )). On Newteks Site you can find Tutorials by Pancho Eeekels (Digital Extremes - UT) and someone of CroTeam (Serious Sam).

To decide, which Engine meets your need most, you have to think about what your geme will need most. Need good netcode because of heavy LAN- and Internet-playing (take Unreal- or Quake-Engine)? Need narrow rooms and beautiful effects (Take DOOM3- or HalfLife2-Engine)? Even if the HL2-Engine does a beautiful job in landscapes and large outer areas, you can not fight via the net with 16 People in an wide area because of the engines' heavy hardware-needs.

No easy decision...
I would just try what massive work it is to get a single level properly done :D

Greetings,
wolverine1900

richdj
09-09-2005, 10:04 AM
Wolverine, Cheers for the input, I've got doom3, so will have a look there first of all..

Cheers
Rich

cresshead
09-10-2005, 07:57 AM
seeing as you mentioned doom 3 do you want to use normal mapping/ interactive lighting in your game?

note that whilst lightwave was used in creation of the hi rez models the normal mapping was made by some inhouse id code not lightwave.

lightwave can do notmal maps but i have read that it doesn not surport deformations such as bones so normal mapped characters at the last time i looked into it were not possible with lightwave and free lw plugins.

microwave plugin may help but need to be supported on your game as well.

re interactive lighting...does hl2 have this?...i'm not a big gamer but have doom 3 on the xbox!...nice lighting and normal mapping!

richdj
09-10-2005, 10:31 AM
Cress,

Cheers, I'm just looking at moding in general at the mo, not really sure what I do or don't want yet.. As I've got Doom 3, adn I've downloaded the Buzz tutes for it, thought I'd start there...

Rich

cresshead
09-10-2005, 12:02 PM
autodesk media have a dvd bundle games coursware training kit that i'm in the process of buying, of course it's based around their 3d application 3ds max and not lightwave so i'm not sure how adaptable it would be to watch that and then transfer what you learn over to lightwave...it's not cheap thoughif your in the u.k. 210 plus vat!...seeing that i'm a max8.0 & lightwave8.0 user i'll be getting it mainly for max but hope that there's something in there for lightwave also...let you know when i get my mitts on it! :D

stee

5had0w
12-30-2005, 05:53 PM
I'll tell you just one thing... Use C++ (with directX and openGL "help") and LightWave to make your game :thumbsup:

loki74
12-31-2005, 03:33 AM
5had0w--I dont know a whole ton about game programming, but this I can tell you--unless you are one **** of a genious, programming games from scratch with C++ will limit you to fairly simple things.

I mean, imagine trying to get real-time refraction, SSS, DOF, physics etc etc and programming that all by yourself!!!

A game engine I found that looks pretty good is called UNITY. http://otee.dk/unity/

The features and capabilities of the engine look great, but they come at a steep price, and alas, the engine itself only runs on Macintosh, although the pro version can deploy to Windows. (Well, from what I could get out of the site anyway) As far as LW compatability, I dont know... sounds like its Maya compatable; I gues you could convert from LW to Maya and import...

Unless you're using UNITY, I would also say its probably better to be using PC for game development. From what I understand, DirectX/Direct3D are more powerful than OpenGL, but much harder to code from stratch.

5had0w
12-31-2005, 06:56 AM
well...to start i use Visual C++ 6.0... and then I am starting to program, but i have a friend that already made a game on his school...with the help of some teachers, but he did the most,,,the teachers where only there for his doubts...and that thing about a "**** of a genius", do u have good grades at maths? Because if you do, it will be much easyer for you to work with C++...It's no so hard has it looks like :thumbsup:

loki74
12-31-2005, 01:09 PM
no no no--I'm not talking about actual C++ programming demanding math-geniusness. Being a hel1 of a math genius would be for programming a realtime physics engine from scratch. You also need to have a very firm grasp of OpenGL or DirectX and how they work.

I'm not saying it's impossible--there are math whiz-kids out there who could probably write from the ground up a full fledged physics system. For people like me (and others) going the C++ route would mean no fancy rendering stuff and no intricate physics. (as in, everything is pretty much pre-animated).

OP: if youre interested in doing game dev from C++, i reccomend you check out this site: http://nehe.gamedev.net/

PS why the **** does this thing star-out "hel1"!!??

5had0w
12-31-2005, 08:08 PM
Thnx m8! But i already have some books like "Game Programming All In One (C++ and DirectX , 991 pages)", "Beginning OpenGL Game Programming (2004)" and some more about this stuff :) and i also have a friend from England that knows really a lot of maths (he is on a maths comp. from people from Europe, if i'm not wrong) and he is making a game. He uses LW for modeling and C++ with DX and OpenGL for the programming part, so i can ask him things if i still have doubts, after reading all these books :) If you really want do it, you will, but you will also need some pacience...you wont learn it all in a sec...if you start learning you will understand what i mean,,, :thumbsup:

somnambulance
01-03-2006, 12:35 PM
If you program a game engine from the ground up, more power to you and good luck. You should know that even something like the Unreal Engine, Epic did not write their own physics engine, they used Karma.

Let me know when you finish, I would love to check it out.

TMK123
01-09-2006, 04:32 PM
You're better off with a Indi Game Engine, (A6 is a great engine at a fantastic price).

Who would want to program there game from the ground up when there are engines avalible....?

Sorry, doesnt make sense to me, it's like reinventing the wheel, and making it square! :P

Anyway, goodluck with whatever you decide.

PS: I highly recommend the A6 engine, We are getting A7 in the near future, and the rest of A6's life looks very promising, with the upcoming C-Lite and Shader Editor :))

-Alex

richdj
01-09-2006, 11:33 PM
Cheers everyone for the input..

Alex, I opted for A6 thanks to santa providing some funds. As I'm not a programmer, a game engine was the way for me to go.... Just trying to find my feet with it at the moment...

Rich

5had0w
01-10-2006, 01:21 PM
i think i'll use Sandbox engine (from Far Cry =D it's great)

DigiLusionist
01-22-2006, 01:33 AM
Try this:

http://www.beyondvirtual.com/sitenew/

5had0w
01-22-2006, 04:46 AM
well...if you want to develop a game, a 3d one, i wouldn't choose software like

those...i tried fps creator, is s***s and the graphics are the same s***. If you

know and understand C++, and you know how to use LightWave, you can get

results better than cs 1.6. Well the difference is always on the guys whose

going to make it. If you want to make it cool and personalized, or if you just

want to see how it is, and for this last one, you should follow a simple tutorial

that i have (i just can't find it, but it's from a forum (a C++ one)

Later, 5had0w

MentalFish
01-26-2006, 01:58 PM
Use Poetry In Motion (once it is released)
http://forums.cgsociety.org/showthread.php?t=248382