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Post by horaxhon on Dec 5, 2020 10:02:53 GMT
I just have downloaded both the 126 and CE versions of RealmCrafter. And now I have some questions: 1. What version is mostly preferable for beginner - and why? 2. What is the ultimate target (by its quality) that in reality can be achieved with RC, examples - if any? 3. The character models that created by different artists have different sizes - what units should I use to avoid later scaling of my models? (In this picture You can see three different models - which have three different sizes.)
4. Sorry for my English! 5. More questions will be soon as progress of my work.
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Post by unseenghost on Dec 8, 2020 0:20:16 GMT
Hi, I would believe that each have there own advantages when it comes to beginners. 1.26 only uses 2 editors Client - Blitz3d Server - BlitzPlus 2.0 uses 3 editors Client - Blitz3d Server - BlitzPlus Project Manager - BlitzMax In my opinion I think 1.26 would be the best choice for beginners because all the code is seperate from the clean project and it would be easier to work with. Once you edit the code, you can copy and paste the original file exe you will be replacing into a directory somewhere you remember where it is and out of the way. Then replace it with new compiled exe file and run 1.26 to see how your new exe works with RCS. With 2.0, the source is mixed in with all the other files and you have to search for things which can be confusing. Although the code itself in 2.0 seems to be a touch more organized than 1.26 SORT OF, but still messed up As far as the objects, maybe someone else would know more about it than I would.
As far as the target by its quality is concerned, Blitz Basic language works on directx 7 so you can only build something with the capabilities of directx 7 which is out dated and so it Blitz Basic language.
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Post by horaxhon on Dec 8, 2020 3:49:53 GMT
unseenghost, thanks for Your attention!
1. As I understand, DirectX 7 - it's somelike TES 3 Morrowind, Gothic 1 and WoW Classic (which is quite acceptable). 2. The Client, Server & GUE was compiled without any problems. But when I trying to compile the editors I get the error: "Function 'bf_start' not found" - what it means - and where it can be? 3. What about model units?
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Post by unseenghost on Dec 9, 2020 3:35:35 GMT
horaxhon, As far as the models form other people that have donated, the only thing you can do is edit them yourself or contact the creator of each model and ask if they can edit them for you to your liking, but be prepared to pay money if you ask them to do it for you. Sometimes they will do it for free, but not all the time. People usually donate stuff (As Is) most of the time, but sometimes they will assist you in editing them or tell you how to edit them. Free donated stuff doesn't usually come with any or much support. 1. What are you refering to when you say "trying to compile the editor". What version of Realm Crafter Standard are you working with? 2. Did you put the Decls files in the correct userlibs folder of each editor, Blitz3d and BlitzPlus before you started editing the code and\or compiling? 3. What files are you using to compile the the exes with? 1.26 Client - You should be using the Client.bb file that is outside the Modules folder to compile with. GUE - You should be using the GUE.bb file that is outside the Modules folder to compile with. Server - You should be using the Server.bp file the compile with. If you can't find the Server.bp file, you need to select all files option to see it when you go to select a file to open.
Open the source documentation and open the start.html file. It tells what files to use. Although the Default Project.bb file isn't called that anymore. It is the Client.bb and the GUE.bb
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Post by horaxhon on Dec 9, 2020 9:25:05 GMT
unseenghost, thank You again!
1. My question was about my own models: what units should I use to avoid the later scaling of my models? When I work in 3DS Max, I use metric units (cm) - as opposite to RealmCrafter that uses US Standard (feet). 2. I did as you wrote, but the error remained. *** For now I have used two different versions of Blitz3d & BlitzPlus (as the included as the compiled by me), as result - the same error: "Function 'bf_start' not found". (Again: Client, Server & GUE was compiled without errors.) ***
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Post by unseenghost on Dec 9, 2020 13:21:52 GMT
Use Standard measurement.
I see you are trying to compile the terrain editor files. For the life of me I can't remember if the terrain editor has its own decls files. I think it does, but not sure lol. I'm at work right now and can't look to see. If it does then make sure you put them in the correct userlib folders.
When I get home I'll take a look to see why you get the error
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Post by horaxhon on Dec 9, 2020 16:12:29 GMT
unseenghost, unfortunately it is not only the terrain editor. Any trying to compile tools (except the safeloads.bb) gives me the same error.
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Post by terrier on Dec 9, 2020 20:48:41 GMT
unseenghost, thank You again!
1. My question was about my own models: what units should I use to avoid the later scaling of my models? When I work in 3DS Max, I use metric units (cm) - as opposite to RealmCrafter that uses US Standard (feet). 2. I did as you wrote, but the error remained. *** For now I have used two different versions of Blitz3d & BlitzPlus (as the included as the compiled by me), as result - the same error: "Function 'bf_start' not found". (Again: Client, Server & GUE was compiled without errors.) ***
For 3D Studio max, with the Front view, I used 10 cases on a grind for a RC character
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Post by unseenghost on Dec 10, 2020 1:54:46 GMT
I have had to change the directory that the files are in in the code to get it to work on my computer. Let me finish eating and I'll take a look to see where that function is. It could be remmed out.
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Post by unseenghost on Dec 10, 2020 3:12:28 GMT
Horaxhon, I have some things I have to do for a few days. I will keep checking back to see how things are going.
I went through all the code of the terrain editor and didn't find a function that is active called "bf_start"
My suggestion to you is to go through all the code and see if that function is remmed out with the ";". You need to make sure when you are compiling the code that you are using the main code file with all the include statements in it, otherwise known as the (default project file)
I compiled the terrain editor code without any errors. If I have time in the next few days I will continue to help. I am going to Kansas for Christmas and New Years later this month and need to get some shopping done and I don't have much time to do it after work because they are working us like dogs right now lol I will keep checking back and try to help when I can.
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Post by unseenghost on Jan 5, 2021 16:40:31 GMT
horaxhon,
Were you able to get it compiled yet?
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