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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Messages - leucome

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61
Technical forum / Re: Exporting from MAX to X
« on: August 12, 2006, 08:20:20 AM »
Just in case someone want to know what is expected to work with panda. Biped Bone Skin and physique work and i have a model who use all this at same time ...

But hum ok few time the exported model not work (possibly a bug somewhere) when this happen i rebuild the bones and biped from the scrath and after everythings is good... and some time start a new scene (in 3ds max) and merge the old one with the new, seem to resolve unexpected things. Collapsing stack could help, like you said . Reset XForm can help to but i never need it with panda.

I still use 3ds max 6 and i do not know if it is the same things for max 7 and 8.

62
Wme is stable and ready to flawless comercial game and give an incredible workflow.
 I dont think any demo or game,  show actually the wme potential. 
Ok. wme do not have many flashy feature like some engine but feature available work like a charm. And on my own project i always find a way to do what i whant in relatively short time with script and i am not an experienced coder.

I dont know if it is posible to integrate the newLisp library. But probably Mnemonic will answer about that.

The thing i dislike
No collision Detection for the 3d actor but that could be done by script.( what i have done)





63
Technical forum / Re: string table
« on: June 15, 2006, 12:16:13 AM »


Thanks

64
Technical forum / string table
« on: June 14, 2006, 01:40:55 AM »
I try to use string table with a Game.Msg .
This way
Game.Msg("/SYSENG0102/Enemy " + "1" + Kind);

And the game display this msg  /SYSENG0102/Enemy 1 XXXXX

Do you know why the /SYSENG0102/ is not replaced by the string in the table?

And i Want to know if the sring table have some limitation or if it is intended to be used with any string in the script? not just in talk case?

65
General Discussion / Re: Latest beta: WME 1.6 beta 4
« on: May 13, 2006, 01:19:18 AM »
I have some trouble with fade in...
The particle seams to appear visible and after desapear and fade in...

Edit :
Ok i understand now ... the particules fade in before begins to move ...
What to do if i want to fade in when particule move and after fadeout TimeBased. or fade in and out on moving particles.?

66
Scripts, plugins, utilities, goodies / Re: Particles script demo...
« on: April 06, 2006, 04:31:21 AM »
I wonder whether somebody uses this script, and if it finds it useful?

67
I just want to say i am really interested to this feature.

68
Technical forum / Re: can I do resident-evil-style games with wme?
« on: March 20, 2006, 07:24:50 PM »
Hi all

I am also interested in making a resident-evil-style game. My question is: in addition to the keyboard direct control, is possible to interact with objects without mouse? I mean, if you want to look a picture in a wall, you just move the character to the wall and when the character is looking at the picture, just press the 'interact' key without using the mouse...

Thank you all in advace, and leucome, i think it would be very useful if you can upload those scripts somewhere, maybe in the wiki

You can place a region on the floor just in front of your  object ... and with the script you test if the actor is inside region and key a pressed ...  But i can't remember exectly what sript i made to do that and i have removed that from my game ....

About sharing my script for re-style ... I d'ont think this will be realy good whitout a game content ... A script for a gun  without   have a gun, not do anytings ... This is why i am thinking about a demo...

69
Technical forum / Re: Menu as Scene with actors
« on: March 17, 2006, 02:12:04 PM »
Yes! you only need to make menu backgroung transparant an load the scenes you want .

70
Technical forum / Re: can I do resident-evil-style games with wme?
« on: March 16, 2006, 11:25:27 AM »
Alot of peoples ask this. And i think that could be interesting to share ours knowledge about that and build a  resident-evil-style demo. This will be used as starter kit for everybody interested in RE style game.

I have a couples of scipt for weapons, auto aim closest enemy, colisions detection, enemy spawn.

71
General Discussion / Re: Latest beta: WME 1.6 beta 2
« on: February 24, 2006, 11:36:59 PM »
that helps me so much. I needed some work to get animation synchronised. Thanks for the help.

72
General Discussion / Re: Latest beta: WME 1.6 beta 2
« on: February 24, 2006, 06:57:51 PM »
Do someone know how to change actor model without modify all the others atribute off actor variable?
My test do not give me great result ... I will try an other turn around to replace my bow hidemesh.

I will try to split the bow in multiples parts each attached to one bone.

73
General Discussion / Re: Latest beta: WME 1.6 beta 2
« on: February 24, 2006, 02:14:25 PM »
I found a turn around. I will make 2 character, one with a bow and one without bow. And i will change it when will be needed in game.

I used the hidemesh allot i  will need to find turn around for all these thing. But .x will give a really better result.

74
Feature requests, suggestions / Re: water-effect
« on: February 24, 2006, 01:52:55 PM »
I'm going to use 3d model for water, Using a grid wire surface, put a bone at each vertex and using a noise to move the bones(in 3ds max). And with new .x format that will be possible to add a moving texture on that 3d model too..

ok it's just a teory i'm sure that will work..

75
General Discussion / Re: Latest beta: WME 1.6 beta 2
« on: February 24, 2006, 10:53:53 AM »
I made a new character from the scratch. And exported frequently during process. I end with a working model.

Yes biped work now. But i can't be sure why. It's not about exporter it's about the way my max model was done.
When i will find the real answer i will post something and rebuild my old character.
That seems to be a scaling problem, like real scaling and relative scaling of part in 3dsmax.



Ok about hiding mesh. my character have an animated bow .. The bow have bone and folow presisely the character move... With ms3d the bow is a part of character i only hide the mesh. Now i'm not shure how to do that with .x model. But probably just expoting the the bow on other .x files. If all attached part could have their bone and follow the same animation frame than caracter..



Ok, i will try something today ...



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