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Rod 3D

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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