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Messages - Kato

Pages: [1]
1
Technical forum / Re: Help with drawing different regions
« on: June 30, 2007, 05:47:50 PM »
Render out your entire flat scene, then render out the objects that need to be walked behind to a PNG/TGA with alpha channel, from the same camera view. Then, load the alpha channel selection over the top of your full scene render, and cut out that section. That will give you a separate sprite that can be walked behind, and because it's cut from your full scene render, all your shadows will be intact. When you place it over the top of your scene in WME, it will be totally seamless. You can then discard the individual object render because you only need it to get the alpha selection for that object.

How's that?
This method seems to be working perfectly for me right now. Fireside's suggestion (alpha to 0, ztransp) would also work, I believe. Thank you all very much.

2
Technical forum / Re: Help with drawing different regions
« on: June 29, 2007, 09:13:13 PM »
I've been trying to work with this, using, among other things, the Hidden Geometry Exporter from the wiki.

Here's a major problem: I can't render the scene with just those two layers and the lights active because then I don't get the light collision that happens (for example, my "sun"-style spotlamp doesn't collide with the wall, creating the wrong lighting on the desk). I can't turn the background white and render it then mask it out--because my spotlights are visible (they have halos). If I turn the halos off then the bucket (which is behind the halo but still can be walked around by the character) won't have the halo ontop of it but the part under it will in the background. Any suggestions here?

3
Technical forum / Re: Help with drawing different regions
« on: June 29, 2007, 07:57:29 PM »
But I will completely lose shadows if I render them as separate layers.

In AGS, you simply define the region where you want the character to not show, and nothing behind that region will show.

4
Technical forum / Re: Help with drawing different regions
« on: June 29, 2007, 04:58:01 AM »
I'm not painting, I'm using pseudo-realistic 3D graphics. I can't render one entity at a time because I would lose shadows and other things (example: in my scene right now, the desk lamp projects a visible cone which is seen over other stuff, I wouldn't get that if I rendered it alone and masked out the background. My 3D graphics program (Blender) can't render to alpha natively AFAIK.

5
Technical forum / Re: Help with drawing different regions
« on: June 29, 2007, 01:05:16 AM »
Why is that? That doesn't make any sense. There's no way for me to make my objects into sprites. You can do it in AGS...

EDIT: How about this...could I make a region entity instead of a sprite entity? Or use a large, entirely transparent image ontop of my set piece? I need to work around this.

6
Technical forum / Help with drawing different regions
« on: June 28, 2007, 11:56:05 PM »
I just can't wrap my brain around the different regions philosophy. Is it possible to have your entities mostly part of the background, then use regions to make actors walk behind certain set pieces? As it stands, here's how my scene is set up: I have a background. I have a desk in the foreground. I make a region in the shape of the desk and put it below the background. This, however, doesn't work. How can I make this work? And without using sprite entities.

7
For reasons I won't disclose for both our protections, Rukiedor was not able to commit, so I'm still looking.

Any more takers? The game has been officially announced.

-Kato

EDIT: If it sweetens the deal any, this isn't a run-of-the-mill adventure game. I have been working to diagnose extensively the design problems with adventure games, and many of those outcomes and solutions will be showcased in this game, the main centerpiece being a revolutionary new interface system different from a verb list and a verb coin but not as limited as a one-click-to-one-action system used in modern games. -K

8
Help wanted and offered / Wintermute Programmer Wanted (Pay Involved)
« on: February 26, 2007, 11:48:19 PM »
I am looking for someone that likes all kinds of humor to contribute programming, especially interface programming, to an episodic adventure game to be started late this year. The games will be priced $6-$7.50 and whatever the final price is will be split between the three team members, including you.

Humor is the most important aspect. My business partner and I are humorous people making a humorous game and we like to joke and play around. You need to like, especially, cartoony humorous games like Sam and Max Hit the Road and Day of the Tentacle.

I want someone who can take what my partner and I come up with and turn it into something programmed. No art or creative skills are required or requested, just a kick-ass programmer.

I am available on various different instant messengers at near all times of the day if you would like to speak with me (see my profile), and of course email as well.

This is going to be big and we want you to be a part of it. Please contact us if you're interested!

-Kato

9
Technical forum / Re: Script error with the tutorial game
« on: February 19, 2007, 07:22:19 AM »
Thanks for the help mate, but now it says there's an error on the line that I added the ; to. It works in the way of changing scenes, but the actor of course doesn't move to the door.

-Kato

10
Technical forum / Script error with the tutorial game
« on: February 19, 2007, 01:55:14 AM »
I'm working on that last bit of the tutorial, trying to get the door to change the scene, but I'm coming up with an error. It's on the line with the Game.ChangeScene. This is what my code looks like.
Code: [Select]
#include "scripts\base.inc"


////////////////////////////////////////////////////////////////////////////////
on "LookAt"
{
  actor.GoToObject(this);
  actor.Talk("Blah");
}


////////////////////////////////////////////////////////////////////////////////
on "Take"
{
  actor.GoToObject(this);
  actor.Talk("Blah");
}


////////////////////////////////////////////////////////////////////////////////
on "Talk"
{
  actor.GoToObject(this);
  actor.Talk("Blah");
}


////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
  actor.GoToObject()
  Game.ChangeScene("scenes\MyScene\MyScene.scene");
}


////////////////////////////////////////////////////////////////////////////////
//function GoToObject()
//{
//  actor.GoTo(200, 200);
//  actor.TurnTo(DI_UP);
//}

...a lil help, eh? :-P

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