Please login or register.

Login with username, password and session length
Advanced search  

News:

Forum rules - please read before posting, it can save you a lot of time.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - leucome

Pages: 1 2 [3] 4 5 6
31
General Discussion / Re: WME String Table Manager beta
« on: December 17, 2006, 01:25:13 PM »
It is because the first time i used it many of my own string id where in the list and the second time nothings...

32
General Discussion / Re: WME String Table Manager beta
« on: December 17, 2006, 01:11:09 PM »
If i understand it is unable to manage an already assigned string ?


33
Maybe you can open a new board only for the challenge.

34
Community bulletin board / Re: Do you actively use WME for game creating?
« on: November 24, 2006, 12:18:09 AM »
I'am working on

1:A huge sized indie game , my target is 20 hours of game play. It is a survival horror game with rpg feature

2:A rpg starter kit  for final fantasy 7-8-9 2.5d style game

3:A survival horror  starter kit (for game like Resident evil)


35
Feature requests, suggestions / Re: 3d scrolling
« on: November 22, 2006, 06:50:54 AM »
I think metamorphium have a good point,  WME attract people with bigger project. And i hope to see all of them when they will be finished.
But maybe some will never be completed.

Attracting more little project can probably attract more people to the community. We can try to improve the community like metamorphium said with competitions or somethings like that ...


I already like WME community because, OH my good people reply so quick with the good answer .. And Mnemonic is so involved.
But in same time it is probably why post are almost all about thechnical things.

About 3d and AAA eye candy gfx, people will never stop to ask for new things. I know WME is the engine i dreamed for but sometime i ask for new feature myself while i know it can be really hard to handle many user request.

 Jeroen when he say hackish for 3d i think he only talk about building a scene with 3d actor.  It is sable because 3d actor feature is great but limited because camera and 2d region are not built to work like that. After i tried it i chosen to use prerendered background (2.5d).  But i keep a couple of things i learned from this test. We can use 3d actor for props in a scene like a table, a tree who move with wind and many other movings scene object instead of using a huge rendered sprite set.

36
Feature requests, suggestions / Re: 3d scrolling
« on: November 21, 2006, 02:33:42 AM »
Quote
I think it's too hackish. I would wait for the real 3d support in WME

I just want to help by sharing what i tried...  

I dont think waiting for a "real way" to do something you can do now is that much constructive.

Some examples ....

Ive added particle in my game before wme suport it and i still use my own particles..
I added colision for realtime caracter.  
I found a way to have a reflection on the floor for a couple mansion scene.  
I built a complette weapon system  including a bow with working arrow and soon bazoka with guided missile ...

I cant wait for all those thing to be added ...

And anyway what is the "real way" or the "real 3d" in a completly computer driven virtual world.
If you build a forest actor or a castle actor what make them less "real 3d" it is only the name  "actor" only changing internal name in the engine by scene props or scene object will not make them more real.
And if by real you  mean BSP, portal culling it is only a types of optimizations
for indoor level ... In small scene it is not needed at all.

I mean wme suport realtime 3d, name the objects how you want actor level object props  it is realtime 3d object.






37
Feature requests, suggestions / Re: 3d scrolling
« on: November 21, 2006, 12:21:56 AM »
The layer seem to be used only to order 2d sprite because it is not 3d, i think ...hehe   When we use a 3d actor like a big castle it use the normal 3d z buffer i think ...  OK i do not realy know how the engine handle it but 3d object are alway ordered  in good way on the test scene i done.  ...

38
Feature requests, suggestions / Re: 3d scrolling
« on: November 20, 2006, 11:57:37 PM »
Ok maybe i will say something unexpected. It is already possible to build a realtime 3d scene in wme only by exporting the scene as an actor an loading it in a scene. (ok more that one actor for a complete scene) In fact the only thing needed is a moving camera ...

39
Help wanted and offered / TalkToMe lips-sync
« on: November 09, 2006, 03:55:39 AM »
Maybe someone can make a plugin with this.
http://www.ovogame.com/TalkToMe/

40
Technical forum / Re: Wide scenes and 3D actors
« on: November 07, 2006, 02:16:58 AM »
I tried it too ... Seem good ... But a wide 3d scene build with older WME not work witth it ... Maybe you can do an option to anable it only when needed ?

41
Maybe with stencil shadow it became more interesting to have an interactive shadow. Like me I want to have the shadow projected by my campfire and i never Thought about  it before ..

42
I have fliped the actor in 3ds max for the test ... And it is not a good solution for a whole game but it could be tweeked for a couple of scene.  On a relatively dark floor the back poly are almost unnoticeable...

You said 2 time this will not work ... I think you cant see the picture attached to the post because we can see it work relatively good and it look more convincing while moving..

I hope to see a better solution in the future.

43
I tried it just to see   

A mirrored model placed directly inside the main actor .x file using a tranparent texture slightly deformed by a sponge effect and a bur.




Note:   We cant use stencil shadow with this because the flor hide the reflection placed under it ...
          We can use projected shadow but we get 2 shadow in oposit direction ...
          Maybe a completly diferent actor could be a way to resolve shadow trouble ... or only use no shadow in reflextion scene ...anyway

44
After reread your post i am thinking  i just said the same thing than your first solution ...  :-\

45
Ok ... maybe solution 4 ...  Make a second actor  who be under the floor (mirored) but have same animation than the main actor
make it folow the main actor using  SkipTo3d(actor.PosX,actor.PosY,actor.PosZ) maybe you will need to use DROP_TO_FLOOR = FALSE and triger the same animation using PlayAnim to get a good relust you will need to place the script in a quick loop maybee under 20 millisecond ...
And like you said use a différent material for it  something blured with an alpha channel to make it tranparent .

Or maybe the second one could be directly included in the main actor files...

but i dond know for the distortion ...

Pages: 1 2 [3] 4 5 6

Page created in 0.031 seconds with 19 queries.