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Messages - Django

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1
Technical forum / Re: WME1 fork with VSync support
« on: September 03, 2013, 06:47:15 PM »
Works like a charm, thanks again!

2
Technical forum / Re: WME1 fork with VSync support
« on: September 02, 2013, 06:57:38 PM »
Thanks, this is definitely useful.
Any chance to get a compiled version?

3
Technical forum / Re: Dynamic Shadow. I need help.
« on: April 07, 2012, 01:31:43 AM »
You're on the right track.

I would define that code as an event in the actor.script (call it "lightupdate", e.g.):

Code: [Select]
on "lightupdate"
{
    //Your Code
}


Then you could trigger it like this in the game_loop.script:

Code: [Select]
if(actor.IsWalking()) actor.ApplyEvent("lightupdate");




4
Technical forum / Re: Access to tangent/bitangent data in shader code
« on: November 22, 2010, 03:40:14 AM »
Apparently not...  :(

Are you aware of any other method of getting the data into WME?

And, just out of curiosity - am I really the only one interested in normal mapped characters inside WME? Has anybody else tried to use advanced HLSL shaders and found a way to deal with this issue?

5
Technical forum / Re: Panda messed up my animation
« on: October 11, 2010, 07:44:24 PM »
Okay, try to be a bit more descriptive about the workflow you used in Max. When did you use the "Reset XForm"? What does your modifier stack look like in the end? The order in which you apply modifiers can be important.
Have you watched the video tutorials on character creation provided in the knowledge base? If you follow the approach outlined there, it should work fine.

6
Technical forum / Re: Panda messed up my animation
« on: October 10, 2010, 06:27:57 PM »
Have you tried using the "Reset XForm" utility on your mesh before exporting it?

7
Technical forum / Re: Access to tangent/bitangent data in shader code
« on: October 08, 2010, 03:40:40 PM »
Actually, I think the best solution would be if the tangent frame was calculated by the engine upon mesh import.

The way it is now, it's virtually impossible for the average user to get shader effects like normal bump mapping to work inside WME.  Even if one manages to generate a working .X file with tangents, it would unnecessarily inflate file sizes and complicate effect file sharing. ("This shader only works with actors that are exported from A with the B exporter with export option C set to D...") With HLSL support, we have a mighty tool at our disposal, but without the additional vertex data, only a fraction of the possible effects can be achieved. It would be nice to have access to this data without being dependent on external software.

So, I hope this is not too bold a request, but do you think there is a chance that you implement said feature (even if WME2 development is probably higher on your priority list)?

8
Technical forum / Re: Access to tangent/bitangent data in shader code
« on: October 07, 2010, 04:59:30 PM »
I see.
Unfortunately, I already tried kwxport exactly for this reason. I exported two teapots, one with tangents, the other one without. The generated .X with tangents consistently crashes WME (the other one works fine). I sent you a crash report, maybe you want to have a look at it?
Thanks for your time.

9
Technical forum / Access to tangent/bitangent data in shader code
« on: October 07, 2010, 04:17:22 PM »
Hi there,

I'm trying to implement a normal mapping shader for use in WME, but it seems that the vertex data coming from the engine doesn't contain precalculated values for the tangent and bitangent vectors. When I'm using the vertex shader semantics like this -

Code: WME Script
  1. // some code
  2.  
  3. struct VS_INPUT
  4. {
  5.         float4 position  : POSITION;
  6.         float2 texCoord  : TEXCOORD0;
  7.         float4 normal    : NORMAL;
  8.         float4 tangent   : TANGENT;
  9.         float4 bitangent : BINORMAL;
  10. };
  11.  
  12. // some code
  13. // ...
  14.  

- only "normal" contains usable values (if the 3D model provides them, of course).
Am I doing something wrong?
(I hope the other vectors aren't also expected to be baked in the model or something like that.)

Thanks.

10
Technical forum / Re: WME connecting to Microsoft at startup?
« on: March 26, 2006, 07:07:08 PM »
Ok, I see.
I've set the option "Require 3D accel." to "Yes" - problem solved for the time being. Though it might sound strange if the game's label reads "old school 2D graphic adventure game - 3D accelerated video card required". But who cares, nowadays...

Thanks for the information, Jerrot and Mnemonic!

Django

11
Technical forum / WME connecting to Microsoft at startup?
« on: March 26, 2006, 03:35:33 PM »
Hi there,

I am (obviously) new to this forum, just started wintermuting. I've been using AGAST for a while, but there were some reasons for me to change the engine, so I gave Wintermute a try and started porting parts of my game to it. So far I am quite content with this capable engine, there is just one thing that gives me a headache: Everytime I run the game from ProjectMan, it tries to connect to crl.microsoft.com. If I let my Firewall block the connection, the game's execution is delayed for a while, which can get quite annoying at times. I could live with that, but then I realised that even the final compiled project behaves this way. So my questions are:

  • What is the purpose of this (something about certificates, but what exactly)?
  • Is it really necessary, or is there a possibility that at least the final build doesn't behave like this? IMO it looks quite unappealing if my game (or any program as well) tries to contact Big Brother at startup.

Thanks in advance,
Django

p.s. I'm using Win2K, just tried it on XP a few minutes ago, where the connection request doesn't occur.  ???


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