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Topics - Temevil

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1
Game announcements / Alpha Polaris: A Horror Adventure Game revealed
« on: December 10, 2009, 01:36:16 PM »
Here's our upcoming title for all of you WME aficionados...

Turmoil Games is excited to announce Alpha Polaris, an upcoming point &
click horror adventure game for Windows PC.

In the midst of the snowfields of Greenland lies Alpha Polaris, an
American oil research station. High above, the ion storm of the century is
gathering, bringing about a strange intermixing of reality and night
terrors. It is up to Rune Knudsen, a Norwegian biologist, to take on a
desperate struggle against fear and death, and to face the primordial
force lurking beyond the veiled sky.

“The heart of the game is its restrained horror setting. It allows us to
explore a wide range of human themes in a realistic way: paranoia,
isolation, friendship, love and so on. To us, that is the core of a good
horror adventure.”


Main features:
* Mature, character-driven storyline
* Streamlined point & click interface
* Puzzles are an integral part of the story
* 3D characters in beautiful, pre-rendered scenes
* 1280 x 800 widescreen resolution
* Expressive, hand-drawn dialogue portraits
* Atmospheric soundscape including original soundtrack







Turmoil Games is an independent Finnish game studio founded in 2008 by a
diverse group of media professionals. The team strives to combine years of
experience in academic game studies, graphic design and dramatic arts in
pushing the envelope in gaming and transmedia storytelling.

visit us at www.turmoilgames.com

2
Pipeline Blender-FragMotion-WME:


Things you need:

WME 1.8.009
Blender 2.48a
Gandaldfs B3D Exporter 2.06, http://www.gandaldf.com/downloads.html
FragMotion 0.9.6
Normalize Weights-script for Blender
Bake-script for Blender

Phases:

1. Low-poly modelling in Blender

2. Bones

3. Apply scale/rotation for bones and mesh

4. Skining, normalize with weight paint-script so that DX9 doesn't blow up the model in WME

5. Animating, the first and the last frame in the animation cycles have to be the same

6. Bring the model to FragMotion using B3D-script

7. Use FragMotion to rename animations

8. Use FragMotions Merge animation-function to bring all animations together in one file, B3D-script doesn't seem to convert multiple animations

9. Flip the model 180 degrees in Y-axel using FragMotions transform options

10. Export as .X-file. In the export tab, choose:

Add root frame: UN-CHECKED
Exclude Normals: UN-CHECKED
Hierarchical Mesh: UN-CHECKED
Flip Handedness: CHECKED
Matrix Keys: UN-CHECKED
Write All Frames: UN-CHECKED

* Ticks, I use 2000 per second                     

10. In WME, use DX9. This way, 2d planes work better

About hidden geometry, these things worked for me:

1. Scale geometry upwards x5.355 before exporting

2. Use script that can be found at
http://res.dead-code.org/doku.php/kbase:exporting_hidden_scene_geometry_from_blender

You need to modify it to export also the elements starting with sha_

3. Take the decimals off from cameras rotation and position before the export




3
Bug reports / Animation and widescreen
« on: April 21, 2009, 12:30:25 PM »
Hi!

I have 1280x800 test scene with 3d character and hidden geometry. I have modelled and animated the character with Blender, and exported it to WME with FragMotion. In the scene, the animation of the character is very jittery, like it was skipping frames or something similar.

When I set the game to run at 1024x768, the jittering goes away. Also, the character works flawlessly if brought to the 3d demo scene.

Thank you! 

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