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Rod 3D is the next generation of a
JB-Game. The game is an advanced remake of a basic game, featuring 3D gameplay
(top/side view), a scripting engine, a full suite of editors, and plenty of
other unique features.
Current Release: Beta v1
What we have now is an advanced remake
of a basic game. The only simple feature of R3D is the terrain. Otherwise, the
scripting engine and 3D models are pretty much cutting-edge for the standards of
a home-made game. You can expect:
-
OpenGL hardware graphics.
- An
entirely new GUI developed for OpenGL with a crisp look and feel. This means
smooth mouse movement and 3D menu backgrounds.
- MP3
and mod music support.
-
Waypoints and scripting.
-
Object-emanating loop/directional sounds.
- Map
and tile editors built into the game.
- INI-based
data files.
- Full
mod support with C scripted game core.
Scripting
Scripting in Rod 3D is more advanced than that of Meteor 2. There now
two scripts active during the game
-- all of the
weapon firing, projectiles, damage, doors and more are contained within a single
script (base\game\game.c), while a second script (having the same name as the current
map) controls map specific events just like in Meteor 2. The map script can contain functions with
the same name as the game script and override them on a per map basis. The scripts are powered by a new system
called AngelCode which means no more function exports are required and global
variables are supported (so you can remember stuff between calls).
Models
All R3D models that come with the game were
created in Milkshape3D which is a
low-cost but powerful model editor
supporting
skeletal animation and advanced materials (emissive, shiny,
textured, transparent to name some). As the model code used for
R3D
was effectively supplied by the author of Milkshape (via his web site) all of the
features of Milkshape are supported in the game. Much time has gone into making
the models for Rod3D with special care been taken to accurately construct every
single object from the original game. The results are impressive with walking
troopers and animals plus helicopters with animated rotors.
Skeletal Animation is important
because unlike Frame Animation, you only need to animate keyframes, and the
movement between are filled in automatically. Frame Animation is what it
suggests - the same as any video, except with a 3D model. For those who don't
have the ability to purchase Milkshape, a free alternative is available called
Misfit3D. Unfortunately, there's no guarantee this editor will be completely
capable of making models for R3D.
While
the transition to 3D can be worrisome to some members
of the JBGames community, James reports, "My experience was that making models
took ages at first but once I got the hang of things I was making basic models
in just a few minutes. The animation is a little tricky but at least I can
change things without having to hand-edit a ton of frames." Sounds good to me.
As with any change, it will just take a bit to get used to the new stuff.
Sprites do
exist in R3D but these are just for “flat” things like wasted sprites and some
decorations. A separate Sprite Editor will be released which will make
assembling sprites simple.
Maps
The R3D beta will come with 3 levels which will each exemplify different
capabilities of the game. These levels are presently under construction.
The final game will contain all of the original Rod 1 levels
with enhancements plus some new larger levels.
Music
Both Minomus and Skaven have agreed to allow the use
of their music for R3D so the soundtrack should be awesome. |
r3dprevV5.wmv
- Latest R3D Preview.
50kb




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