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Messages - leucome

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46
Technical forum / Re: Iterate Through All Entities in a Scene
« on: October 06, 2006, 08:14:10 PM »
I am curently using some array to keep track but i will need to do some test with Snene actor and Game actor ... Because now they are separated in my script ...

47
Technical forum / Re: Iterate Through All Entities in a Scene
« on: October 06, 2006, 05:31:46 AM »
I wish to know if it is posible to do it with the actor3d ?

48
General Discussion / Re: Latest beta: WME 1.7 beta 1 (Oct 1st, 2006)
« on: October 04, 2006, 03:51:23 AM »
Good work !

I tried it and shadow look great ...

But while i am going in back of an object i got the shadow in front.
Do somebody know a way to avoid it?

49
Technical forum / Re: Desactivate animation blending ?
« on: September 29, 2006, 08:01:04 PM »
Good that will be usefull !

50
Technical forum / Re: Desactivate animation blending ?
« on: September 29, 2006, 07:25:43 AM »
Ok this way is not that good .. I get some trouble when an other script stop the animation...

51
Technical forum / Re: Desactivate animation blending ?
« on: September 29, 2006, 06:49:40 AM »
Ok i found i can do this only by using an other chanel ..

52
Technical forum / Desactivate animation blending ?
« on: September 29, 2006, 06:35:03 AM »
I want to know if it is posible to desactivate animation blending  ... I whish to swith to an other animation quickly .. And this worked fine with old Ms3d model but i unable to do that scince i use .X model .

53
Technical forum / Re: TurnToAsync and GoToAsync
« on: September 29, 2006, 06:31:49 AM »
Ok DirectTurnStop() seem to work i use it before any GoTo, TurTo! Reset() ect...  I am unable to reproduce the bug and before i did it with only two click !


54
Technical forum / TurnToAsync and GoToAsync
« on: September 29, 2006, 05:46:08 AM »
I use TurnToAsync often in my script and i have noticed when an other script stop the actor from turnig before the end that give strange result and some time the script who called  TurnToAsync hang . Maybe my sript is bad or maybe i am suposed to wait for the turning to finish.  Ok i resolved some trouble by using thing like WaitFor (actor); and

               Game.Interactive = false;
         actor.TurnToAsync(Selected_Enemi);       //  I do this because if i use TurnTo it is even bad
         WaitFor (actor);
               Game.Interactive = true;

Ok i have noticed the same thing seem to hapen whe i use GoToAsync   if something stop the actor from turning before they start to walk that could  hang the sript or the actor directly skip to destination ..

Today i will do some test with DirectTurnStop().
I am open to any ideas .

55
Technical forum / Re: how to query the x,y,z position
« on: September 26, 2006, 11:34:54 PM »
I need it to throw an attached model(a knife, a bullet and an arrow), i need to know the starting point. Now i do it from the actor x,y,z coordinate and it is not the best thing.

And i wish to do a character head who can turn to look an object. The head will be an other actor who follow the x,y,z of the head bone. Now the head is already  an attached object.
I found this way easier for control the face animation than mixed animation. And i can also work on head without caring about the bone structure.

56
Technical forum / how to query the x,y,z position
« on: September 25, 2006, 06:01:13 AM »
how to query the x,y,z position of a bones in a .x files or the position of the attached mesh?

57
Technical forum / Re: STRING TABLE . Maybe a bug
« on: September 17, 2006, 08:57:51 AM »
Thank's
This do the work perfectly !

58
Technical forum / STRING TABLE . Maybe a bug
« on: September 17, 2006, 07:41:43 AM »
--Ok  this line work.

this.Caption=("Arc " + "Exp:" + ToInt(this.Exp) + "  Lvl:" + this.Lvl +"  Précision:" + ToInt((this.Precision * actor.Precision)/100) +"  Vitesse:" + ToInt(FireSpeed));

--In this All the line is replaced by /ITEM002/  do you think this is normal? or some kind of bug.

this.Caption=("/ITEM0002/ Arc" + "Exp:" + ToInt(this.Exp) + "  Lvl:" + this.Lvl +"  Précision:" + ToInt((this.Precision * actor.Precision)/100) +"  Vitesse:" + ToInt(FireSpeed));

--I tried to place "/ITEM0002/ Arc" in a variable and use the variable and this way all the line is replaced by /ITEM002/ content too.

var name = "/ITEM0002/ Arc";
this.Caption=(name + "Exp:" + ToInt(this.Exp) + "  Lvl:" + this.Lvl +"  Précision:" + ToInt((this.Precision * actor.Precision)/100) +"  Vitesse:" + ToInt(FireSpeed));

59
Done / Re: Stencil shadows
« on: September 13, 2006, 04:21:07 AM »
For realy highg-poly character i think we can use an invisible lower poly character  to cast shadow ...

60
Technical forum / Re: Exporting from MAX to X
« on: August 16, 2006, 11:27:42 PM »
We need to put a key frame to all bones and biped for the first frame of an animation. to make the start position if not i think the engine use the last pose for unkeyed bones and that could give strange thing ..



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