Please read the my posts below first. I would suggest making a generic enemy class that inherits from your engine's object class, and write generic combat code to it. Like melee checks, and bullet collisions. Then subclass that enemy class for each specific enemy you have (zombie, Hellknight, etc). This will not only save you time and reduce code, but it'll also make it way easier to make changes. Your subclasses are also compatible with any manager class you write as well!
Also, how far have you gotten with this project? It looks really nice, especially compared to the original DOOM 3 with extra effects. You mentioned in the description that you can only combat the zombies, but not the Hellknights. I'm guessing you are programming these two enemies differently? Are you using object-oriented programming with these classes? I'll post a suggestion above :)
What format are the weapons in? I'm trying to find tools to import and export LightWave Object (.lwo) files with Blender, and all of Doom 3's weapons are in that format.
i've been working on the .x format for my OpenGL engine (ported from DX9 a few years back). are you parsing the .x files manually, or are you using the DX COM objects to parse it? i can't seem to write a parser from scratch that interprets the text as well as DX.
is your engine gonna be open for use, cause ive got a zombie game in pre production and i would like to check this out. you would be credited of course if it did get used. the main problem might be the fact that our lead programmer uses c, and this is c++, either way please drop me a message if it is available
Yes, but passing from MD5 to .X wasn't easy on Max. Now i can load the MD5 directly on my app, is a good format if you don't wanna do skinning by hardware.
Oye, como que hay algunos errores en la iluminación de los modelos... llega a verse como iluminación por tríangulo en algunas ocasiones... :S no sé si sea cuestión de tu engine o de los .X ^^
Bueno, saludos y síguele con esto, que se ve muy prometedor. :)
Thx por el comment, el problema lo tienen los zombies, por ahi un triángulo tiene mal los smoothing groups, por eso se ve contrastante, es por la exportada desde Max, afortunadamente sólo pasa con los zombies, el hell knight no tiene problemas
Que significa "copycat"?
ChisponGroxo 5 months ago
Anyway, I'd thought I share. This project looks exciting!
travistrue08 6 months ago
Please read the my posts below first. I would suggest making a generic enemy class that inherits from your engine's object class, and write generic combat code to it. Like melee checks, and bullet collisions. Then subclass that enemy class for each specific enemy you have (zombie, Hellknight, etc). This will not only save you time and reduce code, but it'll also make it way easier to make changes. Your subclasses are also compatible with any manager class you write as well!
travistrue08 6 months ago
Also, how far have you gotten with this project? It looks really nice, especially compared to the original DOOM 3 with extra effects. You mentioned in the description that you can only combat the zombies, but not the Hellknights. I'm guessing you are programming these two enemies differently? Are you using object-oriented programming with these classes? I'll post a suggestion above :)
travistrue08 6 months ago
What format are the weapons in? I'm trying to find tools to import and export LightWave Object (.lwo) files with Blender, and all of Doom 3's weapons are in that format.
travistrue08 6 months ago
This has been flagged as spam show
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VisionXtream 8 months ago
"FPS Game Creator x10"
Timocop110 10 months ago
Nice! :D
MrsDoomguy 10 months ago
i've been working on the .x format for my OpenGL engine (ported from DX9 a few years back). are you parsing the .x files manually, or are you using the DX COM objects to parse it? i can't seem to write a parser from scratch that interprets the text as well as DX.
travistrue08 11 months ago
is your engine gonna be open for use, cause ive got a zombie game in pre production and i would like to check this out. you would be credited of course if it did get used. the main problem might be the fact that our lead programmer uses c, and this is c++, either way please drop me a message if it is available
unseen370 11 months ago
how did u make it so realisctic
Zer0H4cker 2 years ago 2
the Doom 3 models are already that way, all he has to do is program what he wants them to do
AudioMayhem100 2 years ago
Yes, but passing from MD5 to .X wasn't easy on Max. Now i can load the MD5 directly on my app, is a good format if you don't wanna do skinning by hardware.
0Camus0 2 years ago
how about writing an ENTIRE game engine, using dx9 alone? give the man some more credit..
vafles 2 years ago
Nice . Looks like a good game.
nairbkeating 2 years ago 2
This is frikin amazing!
MaxiMachine 2 years ago
Va muy bien. Felicidades..
Oye, como que hay algunos errores en la iluminación de los modelos... llega a verse como iluminación por tríangulo en algunas ocasiones... :S no sé si sea cuestión de tu engine o de los .X ^^
Bueno, saludos y síguele con esto, que se ve muy prometedor. :)
Ankhsethamon 2 years ago
Thx por el comment, el problema lo tienen los zombies, por ahi un triángulo tiene mal los smoothing groups, por eso se ve contrastante, es por la exportada desde Max, afortunadamente sólo pasa con los zombies, el hell knight no tiene problemas
0Camus0 2 years ago
jeje.. sí, supuse que era cuestión de la exportación de los modelos... es común que tengan problemas.. Pero bueno, fuera de eso, se ve excelente.. XD
Ankhsethamon 2 years ago
Cual version de c++ usas por donde puedo empezar eres mi heroe
cazastudios 2 years ago