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