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Messages - Barry Burton

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1
Technical forum / Re: Questions about 3D
« on: August 19, 2015, 06:37:09 AM »
Can someone please answer? All I want to know is if these are all possible/doable or not, not asking anyone to write the code for me.

2
Technical forum / Questions about 3D
« on: August 18, 2015, 10:05:54 PM »
- How do I make it so the 3D actor can still move against collisions instead of coming to a complete stop when near the collisions? What I mean is, I want it to keep playing the walk animation while moving against a collision like in Resident Evil instead of it coming to a complete stop using direct keyboard controls.

- How can I make it where the actor can transition to a new camera angle in the 3D geometry just by walking through a region and where it retains your exact position in the 3D instead of defining a new starting position in the scene_init? In other words, the actor walks through a region and it changes the background to a new one and changes the camera from 0 to 1, etc.

- How exactly does DirectWalk and DirectWalkBack tell the game to use the walk animation in the script? Say I wanted to implement holding down shift + arrow key up to make the actor run and play a run animation. In the example, there's no indication that it's telling the game to play the walk animations, so how exactly does it know to play the animation? Is it hard coded?

- Finally, how can I make it so it continues to play the walk animation even when turning left or right?

3
Technical forum / Hidden geometry and cameras not showing up
« on: December 18, 2013, 01:43:12 AM »
I recently upgraded to Max 2013 64 bit. When I was on 2010 32 bit I had no problem exporting hidden geometry with cameras in my scene, now for some reason no cameras are showing up and neither is the geometry from the hidden .3ds file. Is only 2010 and below (possibly 32 bits) supported only? Because I haven't done anything different for it to not work here..



My hidden geometry is only 32 polygons so I know that can't be the issue.  >:(

4
Say if I wanted there be a case in a scene where if an item in my inventory is present, it teleports the 3D actor to a new scene after having left the room?

Something like this:

actor.Active = true;

switch(Game.PrevScene)
{
  case "hallway2":
    actor.SkipTo(322, 294);
    actor.Direction = DI_LEFT;
    else if item in inventory slot;
    actor.SkipTo(blah, blah);
    break;
}

But with proper syntax.

5
Technical forum / Re: Issues with Pandasoft Xporter
« on: June 03, 2013, 07:11:27 AM »
I managed to fix it. I think it's a Windows 7 issues, since I never had a problem on XP. Just let every possible exe associated with WME to run as an administrator and with Windows XP compatibility. It solved it for me.

6
Technical forum / Re: Issues with Pandasoft Xporter
« on: June 02, 2013, 06:05:03 AM »
Nevermind guys. I fixed the problem. The problem was I scaled the entire mesh and animations, and/or didn't convert to an editable poly with the skin modifier on top.

But now I've yet another issue. When I try to scale my actor in the Act3D file, it changes in the preview pane but in game he remains incredibly tiny.

On Windows 7 BTW.

7
Technical forum / Issues with Pandasoft Xporter
« on: June 02, 2013, 05:00:44 AM »
Every time I export my mesh using the PandaSoft Exporter for 3DS Max, it completely goes haywire and explodes my mesh. When I un-tick bones, the model loads fine without bones. I'm not sure what I did wrong here, as I've never had this issue before. I export the file as an .FBX and it loads fine in other 3D applications. So I don't know what's going on here..

Here is a screenshot:



Uploaded with ImageShack.us

Edit: Converting to an editable poly got rid of the explosions. But the mesh is still deformed.



Uploaded with ImageShack.us

This is how it looks in WME as well.

Honestly it would be so much better for WME to just support the FBX format..

8
Technical forum / Stalker Enemy
« on: May 29, 2013, 10:43:33 PM »
Is it possible to create a 3D enemy actor that will randomly appear in the room, attempt to get near you (which triggers a game over scene if it gets within a certain radius), and disappear after a set amount of time if you manage to avoid it? Perfect example of what I'm talking about is Scissorman from the Clock Tower series.

What I had in mind though is a ghost like entity that will appear at random after a set period of time at a certain XYZ location, slowly move toward you, then disappear after a specified time.

I know some guy made a Resident Evil template with a working enemy that follows you room to room, but I'd like there to be a delay in time in which the enemy will follow you.

Another question, say I wanted to add a few spots to hide from this enemy like a closet. If you click on the closet, it flashes black really quick, then removes your actor from the game to indicate he's hiding inside the closet. Allowing you to wait it out until the ghost disappears. Then you click on the closet you're hiding in, flashes black for a split second, and your actor is back outside. Would this be possible?

9
Firstly, I'm using 3D Studio Max to rig and animate Chris Redfield as a test and using the Pandasoft Exporter with the directions on this site, while the idle animations loaded smoothly, the walking is completely broken. My character is walking way ahead of the velocity settings defined in the Actor3D file and WAY ahead of his shadow.



His walking animations go forward along the grid in 3D Max and do not stay in one place, but I don't want that happening in WME, I want him to walk in place according to the shadow and the velocity settings.

Are there any settings that I can use within WME to fix this? Or will I have to figure out what the cause is within 3D Max itself?

10
Bug reports / My 3D actor isn't showing up
« on: April 18, 2012, 02:31:03 AM »
I'm using the 3D demo as an example and created my own 3D actor in 3DS Max and exported it as an .X file (no animations yet, just wanted to test it.) But the 3D model isn't appearing in my scene... Trinity works fine on my custom scenes with my custom geometry made in 3DS Max, so I know it has nothing to do with the scenes itself. Yet, my custom 3D actor isn't showing up. It's just a shadow I see in game.

In the preview pane the model also looks completely distorted too with neon red glowing around it.

Yet in Ultimate Unwrap 3D the 3D model loads fine.


11
Technical forum / Re: Harvester Style Dialogue
« on: April 02, 2012, 09:32:06 AM »
OK I changed the code a tad so it would work for my object in the scene, the window pops up with my image, but the problem is it pops up for only a few seconds! I tried to change the duration for the *.Talk(file, file, 500) and it doesn't do anything it still only appears for a few seconds.

Is there any way I can control the duration of the window popping up at all?

12
Technical forum / Re: Harvester Style Dialogue
« on: April 02, 2012, 06:37:59 AM »
Thanks, but I'm not quite sure how to use this. Do I create a new script in the scripts folder, paste the code, then in my scene add the "Ghost.Talk("blabla");" in the scene? I'm a little confused. By the way, I'm using a First Person mode template posted on this forum and have all my scenes and UI set up already, so I really don't know much about scripting apart from being able to add teleports to the next scene and music.

13
Technical forum / Harvester Style Dialogue
« on: March 31, 2012, 05:43:40 AM »
First of all, sorry if this question has been asked already. But I was wondering if it is possible to add a dialogue system similar to the PC game Harvester where it displays a small portrait of the NPC when he/she talks? Then if the NPC changes emotion it switches to a different portrait showing a different facial expression? Also, would it be possible to add voice dialogue on top of the text the NPC is saying, and ends precisely if and when you skip that bit of dialogue text?

Example:
http://www.youtube.com/watch?v=cIToXkiJU-8

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