Contents of the Demos

Note: Pre-061 demo .3dt's must have convto061.exe
run on them, comes with standard RF download,
also delete and replace the player
start if you start out at floor level. Some of
the demos have obsolete entities and may
not run.


Demo053


(2.64MB)- This is a demo of the upcoming RF 053 release, it includes
demos or attempted demos of all but about 8 entities.Includes Ralph's
Realityfactory.exe, the GameEntityDataTypes.h you need to compile the
levels with, the .3dt's, the .txl file, the bsp's, the wav's,
the new ernie.act and the fubared knute.act, and the icons.bmp's that
load into your editor.

ChangeLevel
Door
Door1trig
Door2trig
echaos
ladder
triggering a light
message
model state modifier
moving platforms
particle system proxies
static entity proxies
teleport
wall decal

Demo055-
Turret7.3dt

This is a demo of triggering moving turrets by walking across an
invisible model which is tied to a trigger, which in turn is tied
to a turret/moving platform 
combination.

Weaptes6.3dt- UPDATE 1/28/2003 Weapon entity no
longer supported.

This shows some Player weapons made in 3ds Max,
a vhk machine gun, an axe, a spell casting
hand, and a keyunlocker. The key is very tiny, it's at 647,
-472, near the locked door. You attack
the lock with the key, at the moment the level crashes at 
this point, but Ralph says he fixed that..

Press 1 or 2 to switch between weapons if you've
picked up more than 1. There's also a TexturePro
entity which is really weird, and a couple of ladders.

Pilrpu10.3dt-Jumping on pillars triggers other
pillars, probably contains Weapon Entities, may
not run. This is almost a game! Details in the demo055.htm..

Demo062

Proximity Mines
Spawing Items on Enemy Death
Torches
Two-Way Elevators

Demo 063
1. You need the office key
2. Liquid
3. Timer, adding a HUD element
4. Moving Electric Bolts
5. Fire Enemies- Note 1/29/2003-with the changes to
the transparency of actors, it should be possible to
make an invisible proj.act now.
6. Diagonal Jump Pads

Demo 064

Damaging Flame Entity Flames
Generic Conversation Scripts
Storekeeper Script
Static Entity Proxy
Pawn Spawns Gold

 Oct. 2005-Note: on the pawnspawngold.3dt, the message entity is
missing a Message text called
yougot25gold, so put it in there, then open up message.txt in your
/install directory and put in [yougot25gold] You got 25 gold!

Also
note that your pawn that dies must have an szentityname, in the example
it is Shelley1, which is 
what you write in the "entity name" parameter of whatever Attribute you
want to spawn on her death, AND 
in the Attribute's "Triggername" you put 'goldtrigger' , which is used
on line 237 and 241 of 'shelleyattack.s

Demo 064b

Change Material

Pawn Patrol
Toxic Gas Area
Electric Bolts Notes
Lights in a Row
Lost Cat Script

Demoed: Change Material on actors, Pawn Monsters, A 'lost my cat, find it please' script. Toxic Gas Area, Lights that light up
when you walk by them, Electric Bolts notes. Uses the Demo.txlof Demo053.

Lostcat064b
(6K)- update to 064b demo, now the cat doesn't exist until the player
agrees to find it, copy over the older file

Demo064c

(1.1MB)-How to make a floor collapse with an explosion, then you fall into a pit of toxic waste, and how to make a 'you're poisoned!'
find the antidote in 60 seconds or die' thing. The 'poison.jpg' doesn't load in the browser, but it's there.

Demo 071

 1.Snow Overlay -snowtest2.3dt
2. Cars you can drive 1st person, cars you can't drive -traffictest2.3dt
3. Liftbelt- Liftbelt2.3dt
4. Liquid-Liquid2.3dt
5. Moving Plat Actors-Moviplatactor2.3dt
6. Window-Window2.3dt
7. Help Screen

Demo 071b

 Destroyable Models, Large Outdoor Levels, grasrok2.bmp not included, substitute something, you'll need 'mislmelee.zip'
for Shelleynew.act, also.

Demo 071c

 Seamless level changes, spinning spotlights, Dan Valeo's land
mine system, jump pads, Streaming Audio Proxy, flying enemies.

Demo 072.zip

Sept 2004- (1.6MB)- covered:

Foliage flipbooks
Terrain shadow maps
Bumpmapping brushes
Dot3 Normal mapping for
actors

Demo072c.zip (465kMB)
1. Stairs with Game
Builder 2.2 2. Gable roof in Worldcraft 3. Rotate a model to cast
shadows?

Don't forget the messages now need a 'message.ini'
type= static
 positionx = center
 positiony = 320
displaytime = 5
 fadeintime = 1
 fadeouttime = 1
fontsize = 16 (each entry needs a separate line)

And a message.txt
Be sure to put 'Static' in the message Display Type or it won't work

levelchange.zip- (148K) Nedi's (Stace to you real people)
demo of changing a level by falling into a hole, like Alice in 
Wonderland.
turretactor.zip (364K) Stace's tut on how to get a turret
actor to detect and shoot at you, it rotates with you, 
using pawn scripting.
transparent.zip (6K)- Veleran's example of sheet brushes.

freeprisonerfix.zip (2K)-Now the jailkey doesn't exist
until the player agrees to find it.
Textureproc.zip (305K) The Textural Procedurals
entities demonstrated, as revised by Questof Dreams.
Echaos.zip -(127K) Demos the Echaos entity on an

actor (Io, a moon of Jupiter), and the Em_Morph
entity, which fades one texture to another, on a brush. 
The fractal1.bmp and fractal2.bmp must go in

c:/realityfactory/media/bitmaps for it to work.

Nemcave4.zip-(173K) -A cave made with Nem's 

Terrain Generator

Terrain.zip (379K)- Some terrain made with Nem's
Generator. Flatten the 'floors' if you don't want your
NPC's to collect in the shallow 'drains'.

patroltest.zip-
A genericmonster patrol script in which the Pawn doesn't try to get back to patrolling after seeing the player and losing target, just stays alert.

Liftbelt.zip

(61K) -a demo of the Liftbelt , I think pageup/pagedown makes it go,
w,s,a,d navigates horizontally. Put this in your player.ini- 
[liftbelt]
initial =1
low = 0
high = 1 

wellwithfloor.3dt
How to make an opening in a wall without using cut brushes. Use Worldcraft's vertex editing and always snap to a grid point. In
Opera, I right-click and 'save target as..' a .txt file, then rename it to a .3dt

levelchange.zip
(14K)-Incomplete demo of using a menu conversation to change levels.

Skydome2.s
put this in the /Scripts directory to make the skydome work

skydomebmps.zip
654K
All the missing .bmps for the skydome stuff goes in
\media\bitmaps\terrain

Mislmelee.zip

Demo
of Shelley changing from missile to melee attack at
close range. Change her 'projectile' entry in the Pawn entity from
'bullet' to 'pistolbullet' to match the standard Reality Factory.
Also has a bat weapon, check the included weapon.ini for the bat
entry and put it in the standard RF weapon.ini. Sounds go in /audio,
script goes in /scripts, actors go in /actors

This
goes in player.ini:
[bat]
initial = 0
low = 0
high
= 1

audiosource3dtest.zip(3k) -Shows how to make a working Audiosource3d entity in RF 071.

skydomedaytest.zip (104K) -Pickles' method for using fog with skydomes, day and night examples.

treepawns.zip
(326K)- How to make a Flipbook tree pawn. Tree, flipbook, and .3dt included.

Walldecal.zip The wall decal docs with pictures.

cathouse.zip (638K) -Some experiments with Wings 3d and Static Meshes, a spiral tube, yurt, dome, rectangular bldg with clip.

Staticterrain.zip (747K)
 a demo of a static entity meshes and clip brushes. You'll need 'shelmislmelee.zip' and 'domes.zip resources also.Get
Demo071b.zip for the rest of the resources, this is a huge terrain using clip brushes for collision and static meshes for the part you actually see.

otherents.zip
(187K) -Tutorial on Static Entity Proxy, Torch Flames, Spout, Wall

3scenes.zip (4k) Pickles's demo of 3 cameras with messages at the start of a level

firstpersoncartest.zip
(70K), car no longer crashes when it touches something, put thejeep.act in /actors/the pawn.ini reference in your pawn.ini, the gen1car2.s
in /scripts, the carfirstpersontest.3dt in /media/levels, thecarfirstperson.3dt in /media/objects, make the /objects directory if it doesn't exist, this is where your prefabs go.

smoothskydome.zip

Same as staticterrain.zip, but with a skydome. The clouds3.bmpgoes in /media/bitmaps/terrain, the script in scripts.
Updated8/22/04, now includes the new Foliage entity and a transparenttree Static Entity Proxy. You need
The Fernalpha0.bmp and fern0.bmp goes in/media/bitmaps/sprite/weeds or you'll get errors, also put Game
EntityDataTypes.h in /source and recompile your levels.

Movingplatformtest.zip

Testing Doors and Moving Platforms with trigger buttons, only the
Doors (as elevators) could be triggered

Spacestation.zip
(564K) -An interior of a spacestation, octagonal walls, made with wings 3d, turned into an RF .3dt

Scripting101.zip-(265k) A beginner guide to Pawn scripting written by Ralph Deane.

ttest8.zip (9K)- An example of an elevator activated by buttons on the first and second floors.

Treeshadows.zip (300K) Dan Valeo's tree with shadow from the Forged in Fire demo

patrolpickvirgil4.zip -(126k) Virgil patrolling around.

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