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Project EF-12 (a free customizable 3D fighting game engine) (Read 560182 times)

Started by Makunouchi Ippo, September 25, 2013, 02:43:21 am
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Re: Project EF-12 (a free customizable 3D fighting game engine)
#221  November 30, 2013, 02:58:59 pm
  • **
  • Owner EF-12
    • Japan
    • onogu@quad-arrow.jp
    • ef-12.com
why when I run the game it goes into training mode with debug? I want to run it and go to the main menu.

Return key = test mode
other key(e.g. R key) or gamepad button  =  character select
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Re: Project EF-12 (a free customizable 3D fighting game engine)
#222  November 30, 2013, 03:59:34 pm
  • ****
  • (o.O)!
  • MadkaT Was Here
    • Guernsey
    • a@b.xxx
    • Skype - admin
    • network.mugenguild.com/madkat
When you scale the size of the window, some things maintain their original size like the lifebars
<- Foros Mugen en espaƱol. And also English forums.
Re: Project EF-12 (a free customizable 3D fighting game engine)
#223  November 30, 2013, 04:06:47 pm
  • ****
    • Japan
How to change controls?

I edit "ef12_controller.ini", but nothing happends, they stay default.
Re: Project EF-12 (a free customizable 3D fighting game engine)
#224  December 01, 2013, 12:36:59 am
  • ***
  • Mumbling voice actor reploid
    • Canada
    • electricvoiceboxmedia.com
Whoa, this looks promising! If I had more time and a graphics card I'd resume learning 3d and build some characters for this. Spreading the word, nice job to all involved! :D
Re: Project EF-12 (a free customizable 3D fighting game engine)
#225  December 01, 2013, 02:30:59 am
  • **
  • Owner EF-12
    • Japan
    • onogu@quad-arrow.jp
    • ef-12.com
When you scale the size of the window, some things maintain their original size like the lifebars

Sorry current version not support HUD scale. 1280*720 or full screen run correctly.
I'm very grad if you follow me!
https://twitter.com/EF12project
tweet latest news everyday on it.
Re: Project EF-12 (a free customizable 3D fighting game engine)
#226  December 01, 2013, 02:33:31 am
  • **
  • Owner EF-12
    • Japan
    • onogu@quad-arrow.jp
    • ef-12.com
How to change controls?

I edit "ef12_controller.ini", but nothing happends, they stay default.

 "ef12_controller.ini" use keyboard setting, if you change pad assign, should change /pad/***.ini
and press start button on select screen to change assign.
I'm very grad if you follow me!
https://twitter.com/EF12project
tweet latest news everyday on it.
Re: Project EF-12 (a free customizable 3D fighting game engine)
#227  December 01, 2013, 04:24:34 am
  • **
  • Owner EF-12
    • Japan
    • onogu@quad-arrow.jp
    • ef-12.com
I'm very grad if you follow me!
https://twitter.com/EF12project
tweet latest news everyday on it.
Re: Project EF-12 (a free customizable 3D fighting game engine)
#228  December 01, 2013, 07:41:10 am
  • ****
    • UK
    • strides2glory.com/
I have a question. You say this engine supports development with other software like maya and max. How do I go about the creation process since the tutorials and source material are done using softimage. Is there any source material for maya. For example bone set-up/hierarchy with origin axis files ready? Thats about all I need and I can just interpret the stuff in the tutorial for maya since the tutorial process is very straight forward.
Re: Project EF-12 (a free customizable 3D fighting game engine)
#229  December 01, 2013, 08:29:40 am
  • **
  • Owner EF-12
    • Japan
    • onogu@quad-arrow.jp
    • ef-12.com
I have a question. You say this engine supports development with other software like maya and max. How do I go about the creation process since the tutorials and source material are done using softimage. Is there any source material for maya. For example bone set-up/hierarchy with origin axis files ready? Thats about all I need and I can just interpret the stuff in the tutorial for maya since the tutorial process is very straight forward.

Basically Almost sample created by  Softimage because we use softimage for our job. But There are some MAYA sample.
Rig for MAYA
http://ef-12.com/?page_id=562
Character models(BRYNHILDR)
http://ef-12.com/?page_id=2528
Deformer include FBX so it can import MAYA
http://ef-12.com/?page_id=3036
I'm very grad if you follow me!
https://twitter.com/EF12project
tweet latest news everyday on it.
Re: Project EF-12 (a free customizable 3D fighting game engine)
#230  December 01, 2013, 08:31:06 am
  • ****
    • UK
    • strides2glory.com/
Thanks this is what I needed.

edit: Nice rig, really easy to work with.

Another question: How do I get the rig back to his original standing T-pose since the "go to bind pose" hasn't done anything?
Last Edit: December 01, 2013, 09:12:58 am by fofai
Re: Project EF-12 (a free customizable 3D fighting game engine)
#231  December 01, 2013, 10:10:02 am
  • **
  • Owner EF-12
    • Japan
    • onogu@quad-arrow.jp
    • ef-12.com
Thanks this is what I needed.

edit: Nice rig, really easy to work with.

Another question: How do I get the rig back to his original standing T-pose since the "go to bind pose" hasn't done anything?

I forgot notify. shader for MAYA support is 2010/2011. later version isn't support
(Autodesk changed API and close access permission so impossible support later version)
I'm very grad if you follow me!
https://twitter.com/EF12project
tweet latest news everyday on it.
Re: Project EF-12 (a free customizable 3D fighting game engine)
#232  December 01, 2013, 10:23:14 am
  • ****
    • UK
    • strides2glory.com/
Thanks this is what I needed.

edit: Nice rig, really easy to work with.

Another question: How do I get the rig back to his original standing T-pose since the "go to bind pose" hasn't done anything?

I forgot notify. shader for MAYA support is 2010/2011. later version isn't support
(Autodesk changed API and close access permission so impossible support later version)


good thing I use 2010. :)

But sorry again do you know how to get the rig into the standing T-pose.

Re: Project EF-12 (a free customizable 3D fighting game engine)
#233  December 01, 2013, 10:47:38 am
  • **
  • Owner EF-12
    • Japan
    • onogu@quad-arrow.jp
    • ef-12.com
Thanks this is what I needed.

edit: Nice rig, really easy to work with.

Another question: How do I get the rig back to his original standing T-pose since the "go to bind pose" hasn't done anything?

I forgot notify. shader for MAYA support is 2010/2011. later version isn't support
(Autodesk changed API and close access permission so impossible support later version)


good thing I use 2010. :)

But sorry again do you know how to get the rig into the standing T-pose.



When you wanna create model, please use deformer. Right picture you inserted is for animation.




I'm very grad if you follow me!
https://twitter.com/EF12project
tweet latest news everyday on it.
Re: Project EF-12 (a free customizable 3D fighting game engine)
#234  December 01, 2013, 01:43:14 pm
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  • a.k.a DuckSS
    • https://synckmugencentral667.000webhostapp.com/
I have an issue
is there anything what I can make from that graphic a little older like from ps1?
because that idea will be good for older computers...
Re: Project EF-12 (a free customizable 3D fighting game engine)
#235  December 01, 2013, 06:04:27 pm
  • **
  • *Insert text here*
    • USA
OK, sorry if I'm pestering you, since there are a few that have a question to be answered, but considering stages...

1. Will it be possible to add/create stage hazards?

2. It's possible to add wall collision to stages so we can hit opponents against walls, and make attacks with wall bounce, right? (Kind of a dumb question I know, but just curious)

3. Will it be possible to make breakable environments and objects in stages that we can knock other opponents into objects, or envoroment that can lead into another stage?

Really sorry for the long questions, sir.
Re: Project EF-12 (a free customizable 3D fighting game engine)
#236  December 02, 2013, 05:56:41 am
  • **
  • Owner EF-12
    • Japan
    • onogu@quad-arrow.jp
    • ef-12.com
OK, sorry if I'm pestering you, since there are a few that have a question to be answered, but considering stages...

1. Will it be possible to add/create stage hazards?

2. It's possible to add wall collision to stages so we can hit opponents against walls, and make attacks with wall bounce, right? (Kind of a dumb question I know, but just curious)

3. Will it be possible to make breakable environments and objects in stages that we can knock other opponents into objects, or envoroment that can lead into another stage?

Really sorry for the long questions, sir.

Sorry No hazard, crash object or like kind of function support because EF-12 build base on JUDO or SUMO.
I'm very grad if you follow me!
https://twitter.com/EF12project
tweet latest news everyday on it.
Re: Project EF-12 (a free customizable 3D fighting game engine)
#237  December 04, 2013, 06:51:00 pm
  • avatar
EF -12 , thanks for sharing with us your engine , I'm excited for what 's to come ... thanks to the opportunity you gave us forced me to study 3d modeling and software involved .

I read all the documentation "001_Char_Basic" to first test a model I take a .DAE model in http://tf3dm.com/ and envelopei in BOX_FK_SKL.xsi , but in the end the conversion failed.

I could not follow the order of the passage of the tutorial but could envelopes :
- Next , select the polygon model , select " Animate > Envelopes > Envelope " and set it weight .

Probably I miss in :
- Tips : Parent / child linking method
1. Select the parent object ( Usually the skeleton )
2 . Press the ' parent ' button ? ( right hand pane )
3 . Select the child object .

I linked the skeleton but I was confused if I should not have used the core . Or in my case, paste an entire model as the "Iron Man MK7" (http://tf3dm.com/3d-model/iron-man-36950.html) have to use the parent in every detail of the armor as head trunk, arms, hands, etc., to their peers in the skeleton?

Sorry for asking so much but I'm eager to put my favorite heroes on this engine and start the program them the way I think best to have fun with my friends and maybe change profession ...

Do you have any video showing their stuff recorded between these first steps ? Or am I on the wrong way and should model the samples that came with the development kit ? The images on the tutorial are on a low resolution and are hard to decifrate, but I tryed...

Thanks for everything so far
And sorry for my poor english ...
Last Edit: December 04, 2013, 11:42:52 pm by Dreamerguy
Re: Project EF-12 (a free customizable 3D fighting game engine)
#238  December 04, 2013, 11:56:42 pm
  • avatar
  • ******
    • USA
EF-12 has been Greenlit, congratulations!
Re: Project EF-12 (a free customizable 3D fighting game engine)
#239  December 05, 2013, 02:03:29 am
  • **
  • Owner EF-12
    • Japan
    • onogu@quad-arrow.jp
    • ef-12.com
EF -12 , thanks for sharing with us your engine , I'm excited for what 's to come ... thanks to the opportunity you gave us forced me to study 3d modeling and software involved .

I read all the documentation "001_Char_Basic" to first test a model I take a .DAE model in http://tf3dm.com/ and envelopei in BOX_FK_SKL.xsi , but in the end the conversion failed.

I could not follow the order of the passage of the tutorial but could envelopes :
- Next , select the polygon model , select " Animate > Envelopes > Envelope " and set it weight .

Probably I miss in :
- Tips : Parent / child linking method
1. Select the parent object ( Usually the skeleton )
2 . Press the ' parent ' button ? ( right hand pane )
3 . Select the child object .

I linked the skeleton but I was confused if I should not have used the core . Or in my case, paste an entire model as the "Iron Man MK7" (http://tf3dm.com/3d-model/iron-man-36950.html) have to use the parent in every detail of the armor as head trunk, arms, hands, etc., to their peers in the skeleton?

Sorry for asking so much but I'm eager to put my favorite heroes on this engine and start the program them the way I think best to have fun with my friends and maybe change profession ...

Do you have any video showing their stuff recorded between these first steps ? Or am I on the wrong way and should model the samples that came with the development kit ? The images on the tutorial are on a low resolution and are hard to decifrate, but I tryed...

Thanks for everything so far
And sorry for my poor english ...


Hi Dreamerguy,

I'm very very sorry but I can't any help for you If you create IP character even it's for testing.

Thanks,
I'm very grad if you follow me!
https://twitter.com/EF12project
tweet latest news everyday on it.
Re: Project EF-12 (a free customizable 3D fighting game engine)
#240  December 05, 2013, 02:31:35 am
  • ****
    • UK
    • strides2glory.com/
-Dreamerguy
Follow Gabriel melendez's tutorial. He states that there is a mistake in the ef-12 transcript.
tutorial link is here.
https://www.youtube.com/user/gabe687

His tutorial works for the demonstration character so I'm starting to convert my own stuff hopefully it works.


I also have a question for EF-12 about facial animation.

 I assume there is no facial animation slider that will enable you to switch from expressions for various animations so I instead came up with a method of my own. I have assigned all of my characters facial animations together using the typical blendshape slider method but since there is probably no slider in ef-12 engine I instead made the slider controls children to a free locator.


Here I created an extra locator which controls her facial animations simply by moving it on axis. Theoretically this should work right? I mean if you can create a character with a tail or 6 arms using extra locators then surely you must be able to use one for facial animations.