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Topics - Baron

Pages: [1]
1
Game announcements / The Mystery of the Sacred Grove
« on: March 18, 2009, 03:03:39 PM »
Hello everyone,

This my first attempt at a wme game.

Here is the executable for my university project game." The Mystery of the Sacred Grove"
A mysterious adventure in the traditional culture of Japan.

This is the download link.

http://files.filefront.com/GroveSetupexe/;13423442;/fileinfo.html


Story
You play a photographer with the task of photographing a
traditional shrine in Japan. hidden within the shrine are
three "video cubes"

Installation,
 simply double click on the GroveSetup.exe
and follow the instructions.

Game controls
Everything is controlled with a left click.
The cursor changes depending on what action is available
-Camera - take a photo
-Hand  - Use/operate
-Arrow  - change location

Thanks to all The muties and the King Mute himself Mnemonic for all your kind and patient advice.

Here are a few Screenshots/ renders of the game.



2
Technical forum / Global Variables
« on: January 27, 2009, 07:37:41 PM »
Hello Everyone.

I've read all the posts on Global variables, and the Docs and the Wme book. But I'm still not succeeding in what I need. I struggled with it for a couple of days before posting, I don't want to abuse the good will of the posters here. But I'm really stuck.

I want to make a checklist that the player can view when they want, showing their progress.
I made a scene in my game that is the checklist. As the player goes through the game and collects items a I want a tick to appear on the list, .Ok so I though I would make a global variable for each item that gets collected in the game. When an item is collected the variable is set to true. then if you view the checklist screen a sprite entity for the corresponding item is made active.  I know this should be really easy but some how its not working.

My base.inc
Code: WME Script
  1. #include "scripts\const.inc"
  2.  
  3. global Scene;
  4. global Keyboard;
  5. global actor;
  6. global Score = 0;
  7. global Kannushi;
  8.  

The first scene in the game is Menu.scene and there I initalise the variable
this is the scene_init.script
Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. if(Kannushi==null)
  4. {
  5.   Kannushi = false;
  6. }
  7.  
  8. actor.Active = false;
  9. Game.PlaySound("Music\SoftChant.ogg", true);
  10.  

Later when the item is collected It triggers this script
Code: WME Script
  1. on "LeftClick"
  2. {
  3.    Score = Score +1;
  4.    Kannushi = true;
  5.    Game.ChangeScene("scenes\PhotoChecklist\PhotoChecklist.scene");
  6. }
  7.  

This is the scene.init for the checklist scene
Code: WME Script
  1. #include "scripts\base.inc"
  2. actor.Active = false;
  3.  
  4. if (Kannushi == true);
  5. {
  6. var OnNush=Scene.GetNode("PKannushi");
  7.                 OnNush.Active= true;
  8. }

I read in other posts that to use a global in any script you should include
global Kannushi;

but If I do that I get a script error. With this code the tick is constantly displayed even before you trigger the code. Thanks in advance for your help.



3
Technical forum / Attachment movement
« on: January 22, 2009, 02:16:58 PM »
I have an actor (a model of a camera) that I attach to my player character at certain times (when he takes a photo). But the trouble is that it seems to vary its position from scene to scene.
It seemed it might be the same problem that Foggobbler had with his characters Head. I added the Droptofloor = false
but It still varies its position depending on the scene. Is this the same problem? or am I abusing code again?

Code: WME Script
  1. var CamAtta=Game.LoadActor3D("actors\Camera\camera.act3d");
  2.   CamAtta.Active = true;
  3.   CamAtta.DropToFloor = false;
  4.   actor.AddAttachment("actors\Camera\Camera.x", "Camera", "Bip01_R_Hand");

here is an example of different positions.



4
Technical forum / Using SkipTo3d can you drop beneath the floor?
« on: January 21, 2009, 04:18:41 PM »
Hello All, just a simple question. Is it possible to drop characters partially below the floor plane?
My example below doesn't work. but does for all positive numbers.

Code: WME Script
  1. var Convmiko=Game.LoadActor3D("actors\girl\girl.act3d");
  2.   Convmiko.Active = true;
  3.   Convmiko.DropToFloor = false;
  4.   Convmiko.SkipTo3d(416, 776, -10);
  5.   Convmiko.Direction = DI_DOWN;
  6.  

What I am trying to do is have a close up of the 3d character for a conversation. If this is not possible I will have to make a seperate model with the character translated in Max and rexported as a seperate Model. Bit of a messy way to do it though. any suggestions from the brilliant minds on this forum?
Cheers.

5
Technical forum / Difficulty with with 3d Actors<SOLVED>
« on: September 25, 2008, 02:24:20 PM »
Hi Everyone,
     I've read all the post that I could find, and the manual and Im still stumped. so here is the problem.

I've made a simple 3d Character and BG to try out the 3d actors. But no matter how I export them I get what seems to be a problem with the normals. See the pictures below.
Also when I put the Trinity character in the scene she also has a similar problem. My character looks ok in the model viewer as does trinity,but in the room it is glitching. Here is a description of how I made it,

I made the character in 3d Max 8 using the Panda exporter
The Room has a simple plane called walk_floor with one Target spot and one Target Camera and one block object and four waypoint boxes
exported it as .3ds

In the Scene editor the ground plane and the waypoints appear ok. The clip planes are set to 0,2
The character is an editable mesh attached to a Biped skeleton with skin deformer

I have tried a whole lot of different settings but to no avail, here are some of them;

exported as editable poly with Biped using Skin
exported as editable poly with Biped using physique
exported as editable poly without biped (no bones)

as Oli suggested(in another post) unifying normals etc...

exported as editable mesh with biped using Skin
exported as editable mesh with Biped using physique
exported as editable mesh without biped (no bones)

Exporting the scene,
used all the different light types and various light settings.

In the scene editor reversed the viewing plane to 1,0 resulting in no glitches, but trinity and my own character are insideout.
Then I tried reversing my characters normals in Max and re exporting, but still the insideout effect.

converted the max file and exported from softimage, same problems.

thats it.

I've done everything I could think of. any suggestions?
Thanks for your help.   



6
Scripts, plugins, utilities, goodies / Beginner Java tutorial
« on: August 22, 2007, 12:24:32 PM »
This is a link to a series of absolute beginners java tutorial videos.

http://video.google.com/videoplay?docid=1461730860897723440

I Thought it might be good for anyone just starting out.
Feel free to add anything else that might benifit clueless beginners like myself.

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