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

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Messages - Silverbristle

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1
Technical forum / Re: Problems with 3D actor
« on: November 26, 2010, 12:46:52 AM »
I keep several versions of blender on my computer because I use different plugin for various things.
I prefer this exporter its old and somewhat picky and can take a while to export.
http://xoomer.virgilio.it/glabro1/

Be aware this exporter is very picky and it is best if your mesh is just one part.
I have problems if I try to use a mesh where the hair and shoes are a separate mesh.

Blender can be picky and new versions of Blender are coming out all the time. An exporter
can fail because of something as simple as an umlaut in the script. ;)

As for exporting a .x file See this tutorial it will detail what script changes will need
to be made to a .x file.
http://www.wisdomspiral.com/tutorial_export_3d_into_game_engines.html

If the file exported fine but does not work in the game engine I often find one of the main causes is
that I have not done the weight painting correctly and have missed a part of the mesh.

I hope this helps you.

2
Technical forum / Re: Problems with 3D actor
« on: November 25, 2010, 08:53:30 PM »
First I would like to say that there exist at least several .x exporters for blender. I can only guess what you mean when you say the new .x exporter?
(Some exporters have more problems than others.)

As for merging animations I do not think that is possible in the Wintermute engine. The way I do is is I export each animation as a seperate file from blender.
for example walk.x would be one animation and idle.x would be another.

It is totally possible to use blender to create wonderful 3d characters that work in the Wintermute engine. Some manual text editing of the .x file may
be required but it is doable I have made dozens of working 3d characters.

3
I suspect the white line glitch is because your texture exceeds 4048 pixels in width. Somehow I think you are going to have to get your texture to fit within the 4048x4048 pixels size and even that will require a decent videocard. I know some video cards do advertise for example 8096x8096 pixels texture support but that is under DirectX 10.

4
Game announcements / My Adventures Through Heaven
« on: July 16, 2009, 07:13:43 AM »
Time to announce my new commercial game called:
My Adventures Through Heaven.

It is designed to be a family friendly game that mixes elements of adventure and hidden object games in one.
Lots of time and effort have gone into making this game.

The game is designed to run at 1024x768 resolution.
The game is designed for the PC and supports 2 languages English and Finnish.

Here's some screenshots.





http://www.wisdomspiral.com/

5
Technical forum / Re: Optimize file size
« on: February 22, 2009, 10:25:34 AM »
For png files there exists a program called pngcrush available here http://pmt.sourceforge.net/pngcrush/ for larger images the file size reduction can be quite noticable. It can be time consuming though. Its command line based.

An example of usage would be you have an image called 1a.png and you want to compress it further you would type.

pngcrush -brute 1a.png 1b.png

this would run through 124 methods and save the smallest filesize it found as 1b.png.

6
Feature requests, suggestions / Re: why not create a little 3d editor?
« on: February 08, 2009, 03:15:50 AM »
Yes a dedicated 3d scene editor would be handy for getting the scale and position correct. However its not really needed as there already exists a program called blender that is a free download and there also exists a separate plugin that allows export to wintermute. :)

It can be time consuming getting it all set up right the first time but after you get used to the blender interface its fairly fast to use.

7
Technical forum / Re: ANN: The future of WME
« on: December 27, 2008, 06:57:03 AM »
The curent WME engine is great mainly because it has a neat user interface that easy to understand and quick to use. Support for more 3d file formats would speed up development for some. Because it would allow a user to get their favorite file format imported straight into wintermute rather than potentially having to pass through multiple programs converting the format.

8
I have wondered about many of the same questions you have asked about.

What you can do in terms on changeing an actors appearance depends entirely upon what the particular game engine supports.

The simplest way may be to model a character and then use an image map that uses the alpha channel. For example you have a character
with pants and a long dress mesh over the top that reaches the ankles, but the dress mesh part is totally invisible because of the alpha channel. Then when you change
clothes you simply change to a texture that has a long dress drawn in.

If you were planning to use seperate mesh parts to add to the original mesh this would be more difficult as you would need to have support for parenting meshes at the very least. I don't know if wintermute engine supports that someone else might know.

9
Technical forum / Re: Disable inventory
« on: October 25, 2008, 05:43:06 AM »
Theres a wiki article about disabling the inventory in a scene here. :)
http://wiki.dead-code.org/wakka.php?wakka=FAQ#inventory
It might be what you are looking for.

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