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Topics - anarchist

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16
Technical forum / Actor animation issue
« on: May 05, 2011, 05:39:46 PM »
Hello to all,

I am having a strange issue with character animations.

I have created a character with two animations; idle and walk. I have exported the model in .x and imported it into wme_3d_demo.

The idle animation works fine. As for the walk animation, the character starts to walk, reaches the point I clicked, but then continues the walk animation moving further from the point I clicked. Then, after the animation completes, he is dragged instantly to the point I clicked in the first place.

Two theories come in my mind. First is that the walking animation is too long (the character takes five steps) or that when creating the animations the character must not change the x,y,z coordinates but simply perform the animation in a static position.

Any ideas?

17
Technical forum / Another exporting actor to .x question
« on: April 22, 2011, 06:31:49 PM »
In the tutorial proposed by many members of the forum (http://res.dead-code.org/doku.php/kbase:exporting_models_from_3ds_max) there is a way of exporting the actor to .x

The proposed method exports the model and the animations separately. But, in the .act3d file, the only attribute that connects the actor to the .x file is:

Code: WME Script
  1. MODEL = "actors\trinity\trinity.x"
  2.  

If we export to two different files, what should we add to the .act3d file?

18
Technical forum / Inventory item highlight
« on: March 08, 2011, 11:21:16 PM »
When clicking on an inventory item, the item is selected using

Code: WME Script
  1. Game.SelectedItem = ActObj;
  2.  

Then, when the cursor moves around and hovers over entities and actors, we see the CURSOR_HOVER icon, defined in the items.items file.

What I am trying to do is for some particular entities/actors to show a different hover image. I could not find the code in any script that is responsible for this behaviour so I assume it is built in.

Is there a way around it?

19
Technical forum / Custom actor variables
« on: February 26, 2011, 07:08:16 PM »
I have my actors and want to set some custom variables, which I can access using actor_name.customVariable. Those variables will be set in the beginning of each chapter.

First question is how to set such variables? If I set them in the actor_name.script should they be global or simple var? Second question is when to initialize them? I know if I initialize them for instance in the actor_name.script, they will be reset every time I Game.LoadActor3d() to load the actor. Is this true?

20
Technical forum / 2.5D Items that hide the actor
« on: February 14, 2011, 02:13:34 PM »
Our graphics designer has almost finished the first scene and it is about time to tell him what to deliver. But I got a bit confused as to what and how to deliver. My confusion was increased when I saw this otherwise excellent 2.5D demo http://forum.dead-code.org/index.php?topic=2527.0

In the demo mentioned above, they have their background image and a separate image (which is rendered last in the scene) with the items that hide the actor. Is this really necessary? I thought that when we export the simple 3d model of the scene (the .3ds file), those things were done automatically.

So, what do we need to export to have everything required to build and start scripting our 2.5D scene?

21
Technical forum / Catching mouse left click while executing script
« on: February 13, 2011, 04:34:00 PM »
We are trying to make a dialogue window, where the player will select the proper dialogue option and then the dialogue will be slowly written on the dialogue box. Here is my test code so far:
Code: [Select]
var text = new String("This is a test for writting the dialogue on the dialogue window.");
var tempText = new String("");
var dialogue = notepadWindow.GetControl("textDiagolueUp");
for(var i = 0; i < text.Length; i = i + 1){
tempText = tempText + text.Substring(i, i);
dialogue.Text = tempText;
Sleep(100);
}

Now I am trying to do two things. First, while the dialogue is written, if the player presses left mouse button I want the dialogue text to be completed instantly.

Then, when the dialogue is finally shown, I want to wait again for the left mouse button to be pressed to write the next piece of dialogue for the second participant.

Any ideas on how to achieve this?

22
Technical forum / Transparent images in Windows
« on: February 05, 2011, 02:18:58 PM »
I am creating a dialogue window, with some similarities to GITS.

I plan to have the two participants portraits at the top and bottom of the screen. I want to create an effect, a rectangle that starts black behind the image portrait and fades as it goes away from it.

I am using the blend tool of GIMP to crate the image with the effect I want. I add transparency in its background and I have the result I want.
I create a window and then a static area with the size of my image. But, trying to add the image seems to have no results. The image path (interface/dialogue/dialoge.png) is added but I cannot see the image.

My questions are:
1)Does Wintermute support this or do I have to use a workaround?
2)How should I export the image in GIMP so that Wintermute can handle such effects? (so far I have been trying .png, since .jpg cannot handle transparency).

23
Done / Debugging console Wathces
« on: January 30, 2011, 05:16:14 PM »
I hope this has not come up before, because I think it is a bit obvious.

It would be very helpful if the debug console had "Watches" functionality, meaning that you can set a watch on a variable and be able to see its value at any time. Such a feature would be a great aid during debugging.

24
Technical forum / Dynamic Verb Choices
« on: January 25, 2011, 08:53:43 AM »
We have started designing our adventure and we got stuck because we do not know if our idea is supported by Wintermute.

The idea is not really original. We will have right click to pop up available actions on a hotspot (item, NPC). What we want is for those actions (verbs) to be dynamic. For instance, when I click on a book, the available actions will be Look, Read, Pickup, whereas when I click on a chair next to it the available actions will be Look, Sit, Push.

Is this possible in Wintermute? If yes, how easy/difficult is it to implement it? We need this now because if it is possible it will greately affect our game design.

(EDIT: Think of Sherlock Holmes and the case of the Rose Tattoo if you haven't understood what we need)

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