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Edit_tutorial3

This tutorial focuses on adding interactive elements, specifically a moving platform, to a 3D game level using RF. It guides users through creating a solid brush, animating it, and associating it with a MovingPlatform entity to enable interaction. Additional interactions, such as triggered movements and rotating doors, can be implemented similarly by editing entity properties.

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rkrams1989
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0% found this document useful (0 votes)
3 views

Edit_tutorial3

This tutorial focuses on adding interactive elements, specifically a moving platform, to a 3D game level using RF. It guides users through creating a solid brush, animating it, and associating it with a MovingPlatform entity to enable interaction. Additional interactions, such as triggered movements and rotating doors, can be implemented similarly by editing entity properties.

Uploaded by

rkrams1989
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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World Editing 3

Introduction to 3D Game Development

Game Development using RF


Tutorial 3
Interactive elements in a level
In this tutorial, we will learn how to add some interactive entities into your level.

First create a simple room to navigate following the previous tutorial. Then create a
solid brush of size around 100 x 20 x 100 in size and placed it just above the
floor of the level. The situation would be like below:

Then click on the model tab on left and click the “Add Model” button. A dialog box
will prompt you to enter a name. Just type “mov plat 1” and press enter. Then with the
brush being selected, press the “Add Brushes” button. Now we have successfully
created a model with a brush. Actually a model is a group of one or more brushes to
which programmers can attach data, and level designers can animate or point to from
entities. Usually we will animate the model so as to introduce more interaction or
puzzles inside your created level.

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World Editing 3
Introduction to 3D Game Development

Now let us build a moving platform. smoother only if enough key frames
Click on the Animate button of the are being inserted, typically 4 or above.
models tab. Now the editor is in a
recording mode. Move the brush to At this point, we have created an
some distance away from the original animated model and given it the name
position. Then click on the same button “mov plat 1”. However the model
again to stop the animation process. won’t animate if we now compile and
Now a dialog box appears for you to try to do a walkthrough.
enter the animation time. The system is
expecting a time duration which To make it animate in our level, we
represent the time taken for the brush have to associate the moving platform
to move from its original position to properties with it.
the new position. Input 2 for this
example. In doing so, you have created Switch to template mode and scroll
a key frame which is a technique through the template list to locate the
widely used in animation of characters. “MovingPlatform” template and insert
it into the level. Note that there is no
restriction on where you need to put
the entity in the level, but it is a good
idea to place it at or near the model
that you intend to associate it with.
After adding the MovingPlatform
entity, open the entity editor and locate
the moving platform entity. There is a
number of properties of the entity that
allow you to do more interaction to the
level. Now let us scroll to the model
attribute:

Repeat the above steps for a number of


times sp as to produce a smooth
animation of the moving platform.
Note that the movement will be

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World Editing 3
Introduction to 3D Game Development

Further interactions can be performed


in the level by editing the properties of
the moving entity. For example, we
can typically see in some 3D game
levels that full of environmental hazard
with a series of triggered moving
platforms. To do such kind of behavior
is relatively simple in RF. First build a
second moving platform by repeating
the above procedures. Let say the
second platform is named “mov plat 2”.
Now what you need to do is just to go
the entity editor and select the moving
platform 1 and select the Next to
trigger field by “mov plat 2”, as below

Double click the Model attribute and


select the “mov plat 1” model to
complete the association. Now you can
do the walkthrough on the level and
see the platform in motion. Note that
the platform is activated by just
walking into it.

The resulting interaction can be seen as below

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World Editing 3
Introduction to 3D Game Development

You should also be noted that rotating/moving doors are also implemented in exactly
the same way.

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