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Sillybyte Posts: 3
Joined: February 25, 2018, 21:18
Posted: February 25, 2018, 21:26
Post #1
I'm mostly interested in making singleplayer centric maps. I have a few questions about the implementations and limitations Red Faction's engine has in that regard. IE:
How do I create a cutscene
How do I get a character to say dialogue
Can you replace weapons? IE: replace the assault rifle's model and replace the burst fire function into a grenade launcher like in Half-Life
Can you implement dual wielding similar to Red Faction 2?
Goober Posts: 295
Joined: September 11, 2009, 19:58
Posted: February 25, 2018, 22:03
Post #2
1. The process is annoying and the editor crashes often. It's a lot to explain, but someone wrote a tutorial a few years back for it. I'll try to find the tutorial for you and post it here.
2. You'd need to make a custom animation if you want any semblance of synchronization between the audio and the character's mouth, but to make the audio come from them, link a Play_Sound event to an entity.
3. Replace the model yes. I haven't tried adding a grenade launcher as alt-fire before, but my gut feeling is that it won't work. You can definitely try, though.
4. Not in any true sense - now, you could create a custom weapon model that has 2 weapons in it and animate them separately, then load that model as the one "first person mesh" for that weapon. RED-FROG made his dual HMG mod this way:
[Link]
Sillybyte Posts: 3
Joined: February 25, 2018, 21:18
Posted: February 26, 2018, 1:24
Post #3
Quoting Goober
1. The process is annoying and the editor crashes often. It's a lot to explain, but someone wrote a tutorial a few years back for it. I'll try to find the tutorial for you and post it here.
That would be much appreciated
Quoting Goober
2. You'd need to make a custom animation if you want any semblance of synchronization between the audio and the character's mouth, but to make the audio come from them, link a Play_Sound event to an entity.
couldn't you just reuse an existing one? I doubt most players will pay close attention to it.
Quoting Goober
3. Replace the model yes. I haven't tried adding a grenade launcher as alt-fire before, but my gut feeling is that it won't work. You can definitely try, though.
Well what about an existing weapon attack? Like configuring the Assault rifle to also shoot rockets.
Quoting Goober
4. Not in any true sense - now, you could create a custom weapon model that has 2 weapons in it and animate them separately, then load that model as the one "first person mesh" for that weapon. RED-FROG made his dual HMG mod this way:
[Link]
This is actually better than I expected it would be. Thank you.
My ideas have mostly been stuff like dual pistols like RF2 or dual SMGs.
I'm wondering if it would be possible to script a weapon change similar to the way the pistol's model and state changes when you equip the silencer. IE: Press alt fire to bring up the second gun.
Edited by Sillybyte at February 26, 2018, 1:40
Goober Posts: 295
Joined: September 11, 2009, 19:58
Posted: February 27, 2018, 14:23
Post #4
1. Haven't had any luck so far, might just end up writing my own tutorial for you. Stay tuned.
2. Sure, you could.
3. I think you're imagining RF working a lot more like Unreal - where you'd have a weapon, then separate classes for primary attack and secondary attack. Unfortunately, RF doesn't work like that - the properties for both primary and secondary fire are configured under the weapon's entry in weapon.tbl. I'm not 100% sure making the AR shoot rockets is impossible (I've never specifically tried), but based on my experience with modding the game, I would be surprised if it was possible to make secondary fire launch a projectile, while primary fire shoots bullets.
4. It's probably possible to treat the second weapon as a "silencer" - I haven't done much with first person models myself in years (it requires 3Ds Max 4.2 or 5.0, which are hard if not impossible to find), but from what I remember, the silencer is always on the pistol model and animated (out of frame), and the "put on silencer" animation just attaches it to the socket at the end of the gun - I don't see any reason why you wouldn't be able to do the same with a second copy of the weapon. You likely will need a new pistol model all together though, since (to the best of my knowledge), there's no way to import models that have been run through ccrunch (RFToolkit) back into 3Ds Max.
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