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Messages - Altsaxofon

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1
Technical forum / Re: Out of focus?
« on: October 18, 2006, 01:46:24 PM »
Since WME, as far as i know, does not appear at a glance to support extremely complex camera tools as in high-end 3D animation packages like Maya, we must use tricks that are already embedded in the graphics.

Althoug I'm a little sad to hear it, this was what I was fearing. Making different animation for different stages of blur seems to be the only way out. This, however, probably wouldn't turn out very nice-looking. Mabye if you just used one of them per room (in or out focus). Anyhow, this was what I needed to know.
Thanks fabiobasile

2
Technical forum / Out of focus?
« on: October 11, 2006, 09:09:56 PM »
I am thinking about making an adventure game based on a real miniature model world. In other words, building a little room and photogrphing it and using it as background. The thing is that i want it to actually look like a photographed miniature, and this effect is created by a very short depth of field of the camera ( blurry up front and in the back ). Now this is apperantly already present on the backgrounds, because they really are miniatures, haha.. eh..

Im planning to make it a 3d person game, and thinking it would be really nice to apply this effect to the actor also. That when he walks closer, or more far away a blur is applied along with the scale. But I cant really see a way to do this.

At first i was thinking about some kind of semi transparent overlay on top of the whole screen, that would apply to a 2D actor, but a mask can't really apply a blur can it?

I have never worked woth 3D but I understand it as you have a virtual camera that you see your model thru. Can you alter this cameras depth of field?  :-\ (Maybe I'm really out hiking on this one)

To make a confusing story short, is it possible to use a "focus effect" with 3d actors, or does anyone know of another way to simulate depth of field?

3
Technical forum / Re: Dialogue text window size
« on: September 05, 2006, 06:04:38 PM »
I have a related question,
I am without any luck trying to use a tiled image as a background in my response window.
Is this not possible?

4
I think you have a really cool Sanitarium style going on there and i really like it  ::thumbup

ps. the transition between walking and standing sprite is quite rough, I know WME doesn't support a walking to standing animation but it seems to me like it could have to do with your hotspots mabye, or I don't know really.

5
Technical forum / Re: actors as NPC's
« on: August 21, 2006, 01:04:24 PM »
It's quite easy to use a actor as a NPC actually,

Just create your new actor with walking animations and all that,
and then load it into yor scene, in scene_init.script with

Code: [Select]
var NPC = Scene.LoadActor("actors\NPC\NPC.actor");
then you can let your NCP walk with the regular GoTo command.

Code: [Select]
NPC.GoTo( X, Y );
or talk, och play an animation or do anything else an actor can do

6
Technical forum / Re: Sacalable Inventory Items
« on: April 13, 2006, 04:44:22 PM »
Oh, I see.

I'm trying to learn scripting and thought it would be a nice idea to replicate a another point and click interface. I tried to  make something similar to the Broken Sword II inventory, and thought that scaling would be an easy way out ;)

7
Technical forum / Sacalable Inventory Items
« on: April 08, 2006, 11:38:00 PM »
I noticed in the documentation that the inventory items had the scalable and scale propertie.
Is it possible to scale an Inventory item (i diddn't manage) and if they are, how do you
scale them? 

This is what I tried:
Code: [Select]
this.Scalable=true;
this.Scale=50;

8
Technical forum / Entity problem
« on: January 09, 2006, 01:18:15 AM »
I have a really basic question, and still after reading the manual i can't seem to find how to do it.

If I in the scene_init load and place an Entity like this

Code: [Select]
global OldMan = Scene.LoadEntity("scenes\Room\Man\Man\Man.entity");
OldMan.SkipTo(202, 269);

How do I make it, for example, talk from the script file of an entity region in my scene?

EDIT: Sorry I asked, just found the GetNode("") function

9
Technical forum / Re: Static Inventory
« on: April 28, 2005, 01:53:06 PM »
Thanks, it worked great !

10
Technical forum / Static Inventory
« on: April 25, 2005, 08:28:10 PM »
Hi!

First of all I want to say thanks for the great engine, I've tried quite a few and found this the best one ::rock

Now to my question. How should I do If I want to make a static Inventory and menu Like the one in Broken sword, (two black stripes in the bottom and top of the window, like in a movie  :) ) ?

Should I just move down my background let's say 50px in the SceneEdit and make my Inventory always on top, or should I make my Scene Start 50px further down, under the inventory (if that's even possible)?

I hope you understand  ::)

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