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Messages - patrikspacek

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2
Technical forum / WME Bloom effect?
« on: August 26, 2014, 06:29:59 PM »
Hi friends,

is there possible to implement Bloom effect? (glowing blurred highlights) with intensity setting?
does anybody can share code or script?

thanks

3
Hi Everybody!

This is our game announcement of Indiana Jones and the Fate of Atlantis Special Edition. We are making this demo in WME. Although, demo hasn't been done yet, we would like to show you new images and game progress.
This is a big project and because it has Disney copyrights, it's considered as a fan project.
Please, to support this project and get full contract from Disney, we need you to give us "like" on Facebook.
More likes means more chances to make it happen. When the Demo is done, it will be sent to Disney for consideration.
Facebook brings new images, progress and introduction of original people from 1992.
We also think, that this game helps to show off the Wintermute engine little bit more.
When we have gameplay of Alpha/Beta version done, we will create a video for the public.

Facebook page:
https://www.facebook.com/fateofatlantisSE

Blog with more information:
http://remakeofatlantis.blogspot.com/

Screenshots:
https://scontent-a-dfw.xx.fbcdn.net/hphotos-xpa1/t31.0-8/p720x720/10520782_310514752449160_6296515394820646250_o.jpg

https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xaf1/t31.0-8/p851x315/10499419_310516755782293_6496453064677687953_o.jpg

https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xaf1/t31.0-8/p851x315/10517929_310517872448848_4603833186547499843_o.jpg

Thank you for your support!
Any technical questions and comments are welcome!

4
Technical forum / Re: Screen resolution scale
« on: May 21, 2014, 03:38:08 PM »
If you have 3D actors and want to stick to WME, there's also this useful tool created by metamorphium:
http://forum.dead-code.org/index.php?topic=5792.0
It will allow you to easily resize your 1080p game and create a new one in 720p.

But be careful:
Quote
Warning! This tool is highly experimental and it’s not meant to be used over the main copy of your project. Always use it on a copy which you make separately for scaling.

thanks a lot! we will give it a try :)

5
Technical forum / Re: Screen resolution scale
« on: May 21, 2014, 03:37:20 PM »
There is no downscaling in WME, but you might consider using WMElite if you have a 2D game. WMElite will not be a 100% drop in replacement for WME, but it is behaving close to WME on Windows (and other platforms). There is more required than to simply downscale the screen to have it still look nice, thus there is some extra effort put into WMElite. This could all be ported to WME as well, assuming you find somebody that knows how to implement this using DirectX.

Thanks, but we need to have 3D actors.

6
Technical forum / Screen resolution scale
« on: May 20, 2014, 10:30:20 PM »
If I have game running on 1080p (1920x1080) and I want to change it to 720p (1280x720) how can I do it? without cropping the image.
Does WME has automatic scaling down system?

7
Technical forum / Re: Export characters from Max 2014
« on: May 19, 2014, 04:07:47 PM »
Panda for Max2014 doenst exist...    there is AXE exporter for 2014 version and works well.
http://www.cgdev.net/download.php

I had to do this to fix my issues:
-turn on DX9 in settings (texture was invisible)
-scale character down to 0.3 (stencil shadow was messed up, character was too big in Max)
-WME supports biped, dummy, physique and skin modifier (doesnt support morpher)

8
Technical forum / Re: 3D scene import problem
« on: May 16, 2014, 01:22:39 AM »
this problem was also solved!....   we used 3dscene only for shadows objects, lights and camera. Other paths has been done in 2D. (paths for walk, viewpoints and blocking objects) Its faster that way.

9
Technical forum / Re: Export characters from Max 2014
« on: May 16, 2014, 12:20:52 AM »
Problem solved!  haha...  tough job..   it was the scale! character was too big in 3dsMax.

so, in export window I change scale to 0.4 (instead of 1), and now it works great.  ::beer

10
Technical forum / Re: Stencil shadow opacity
« on: May 15, 2014, 10:14:18 PM »
I changed last number in actor3d

SHADOW_COLOR { 20, 17, 17, 92 }

example:
0 - invisible
255 - solid color
120 - transparent

how it works: alpha color:  0 - black, 255 - white (visibility)

11
Technical forum / Re: Export characters from Max 2014
« on: May 15, 2014, 08:46:21 PM »
no...doesnt work :(   I will try more times...    what affect the stencil shadows? how is it created?

stencil shadow is broken in half of the body of the shadow. 
mean: first half of the shadow from the legs to waist works well, other half from waist to head is bended vertically


12
Technical forum / Re: Export characters from Max 2014
« on: May 15, 2014, 07:52:19 PM »
:) shadow can be mess by lot of reasons.
did you switch to "stencil" in 3d setting in sceneeditor ?
Do you use different model for shadow pass ?

1. scene editor - shadow is stencil

2. how do I know? I just imported my 3d character and thats it. Shadow moves like his mirror and its vertical flipped.
Is it possible to find out if there is other character to make this shadow?

-flat shadow works ok...but its cropped, and not looking exciting
-simple shadow works and its just flat plane, nothing exciting
-stencil shadow is projected wrong

13
Technical forum / Re: Export characters from Max 2014
« on: May 15, 2014, 07:30:05 PM »
I tried that one too...but it shows a problems with textures (as I mentioned above). I couldnt see textures ingame, but i seen it in editor. What the heck? Animation seems to

Did you switch "Use Direct3D9" in startup settings to "yes"?

MAN!  you are my hero!   ufff...  it works now. damn.  thanks.
now, why the shadow is messed up?

14
Technical forum / Re: Export characters from Max 2014
« on: May 15, 2014, 04:11:54 PM »
yeah, 3d support is very basic. Maybe you should implement different library as WME is now opensource.

I wish somebody could add FBX support from Max 2014 64bit and also create different type of shadows. I think Unity use shadow map (?)  Also no limitations for skin modifier and skinned vertexes, because I dont use physique. I do all manually with skin modifier and vertexes, its more accurate and easy to do.
And if I dont wanna use bones for facial rig, I would like to use morphs blend shapes, which are supported in fbx.

so whos gonna do it?

15
Technical forum / Re: Export characters from Max 2014
« on: May 15, 2014, 03:59:21 PM »
hi :)
use this one
http://www.cgdev.net/download.php

Im using this exporter in my graduate final project, and all working very good in max 2014.

I tried that one too...but it shows a problems with textures (as I mentioned above). I couldnt see textures ingame, but i seen it in editor. What the heck? Animation seems to work, its hard to tell without texture.

Biped with skin modifier works ok, but bones itself cause problems sometimes. When I link bones to biped, it looks like it doesnt support link constrains well.

I use biped for full body and head...   and bones for mouth, eyebrows, eyes etc. so I link them to biped head

here is, how it looks like:


shadow messed up, and texture not visible


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