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Messages - MikeHart

Pages: [1] 2
1
General Discussion / Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
« on: July 10, 2007, 12:23:19 PM »
Not tested (yet) but I just wanna say thank you for the ongoing development of WME. You do a great job!!!  ::thumbup

2
Community bulletin board / Re: WME programming book
« on: July 07, 2007, 09:19:50 PM »
I prefer PDF as it will be cheaper.

3
General Discussion / Re: WME 1.7.1 (Feb 11 2007)
« on: February 16, 2007, 12:11:49 PM »
Thank you very much for developing and maintaining WME further. You do a great job!  ::thumbup ::thumbup ::thumbup

4
Game design / Complete Human Vol 1 model pak released
« on: March 11, 2006, 01:23:19 PM »
Hi folks,

GameLab3D released a 3D human model pak.



Complete Human vol 1 (male characters) is a library of 12 realistic human 3D male characters, created for realtime enviroments such as computer games, architectural visualisation, simulations and all other virtual worlds.

Polycount for each character range from 1500 - 2000 polygons.

Every character includes a set of basic default animations, Idle, Walk and Run.

Also included are static T-Posed models, ready for rigging, animating or applying motion capture yourself in any 3D animation package that can import any of the static formats below:

* - ANIMATED FORMATS: 3DSMax/Character Studio, Milkshape3D(*.ms3d), Fragmotion(*.ugh), Ultimate Unwrap3D(*.u3d), .X and .B3D(Blitz3D).

* - STATIC T-POSED FORMATS: .3DS, .Obj.

* Fully textured/skinned, 1024 x 1024 pixel textures in .jpg format, ready to be resized down if needed. To preview images of all of the 3D characters included in this library, please download the Complete Human Vol 1 overview, please visit the site.

You find the pak here: http://www.gamelab3d.com/
Michael

5
General Discussion / Re: Happy birthday Jerrot!
« on: February 14, 2005, 09:52:02 AM »
Happy birthday Jerrot.  ::beer

30???? Wow, I' glad I just turned 39.  ;D  ::rock  ::rock

6
Technical forum / Re: Problem with TurnTo(Object)
« on: February 13, 2005, 04:04:30 PM »
Ok, works like a charm so far. Thank you very much. Now I would need that
TurnToActor3D functionality.

I hope that wouldn't be to much to ask for.

Michael

7
Technical forum / Re: Problem with TurnTo(Object)
« on: February 13, 2005, 04:01:35 PM »
Thanks for the fast reply. I will try that. And here is a small reply:

actor3D.TurnToActor3D(actor3D);

What would help big time.

Cheers
Michael

8
Technical forum / Problem with TurnTo(Object)
« on: February 13, 2005, 02:04:00 PM »
Hi all,

I wanna implement shooting at objects and actors in the 3D demo.

For an example, in the door script I added:
Code: [Select]
////////////////////////////////////////////////////////////////////////////////
on "Shoot"
{
  //The next line doesn't behave like I expect it to do
  actor.TurnTo(this);   

  actor.TalkAsync("I don't have the keys. So take this...");
  actor.PlaySound("sounds\shoot.wav");
}

What I thought was, no matter where my 3DActor stands it will turn towards the door. But it doesn't.
It turns away from the door. What do I not understand here, or is it a bug?

Cheers
Michael


9
Technical forum / What is the differents with these MS3D models?
« on: February 12, 2005, 03:19:07 PM »
Hi,

for testing purposes I downloaded the ninja from this site:

http://www.psionic3d.co.uk/cgi-bin/imageFolio.cgi?direct=Free%20Stuff/3D%20Models

I set the animation frames to the ones mentioned in the readme and I get weird results.

IDLE seems just to effect the upper body and walking is like he is just floating to the new position.

Does anyone know why this could be?

Btw. I tested my new actor with the Trinity model and there it works good.

Cu
Michael

10
General Discussion / Re: Happy Birthday again ;-)
« on: February 12, 2005, 03:15:06 PM »
Thanks, will do that. :-)

Edit: Happy Birthday to McCoy too!  :)

11
Nice software. Good replacement for CharacterFX and maybe Milkshape too. I will check it out deeper.

12
Technical forum / Re: how can i make a stair?
« on: February 07, 2005, 08:03:00 AM »
Did you actually modelled steps or just a slide? For your hidden geometry I would use
a slide. Steps are like mini walls I think.

13
Technical forum / Re: make a bulletor particle fly?
« on: February 04, 2005, 05:32:50 PM »
Thank you for your fast reply. I will try that.

14
Technical forum / make a bulletor particle fly?
« on: February 04, 2005, 01:12:54 PM »
Hi all,

I'm experimenting to implement 2 things inside the 3d demo right now.

- Particles (controlled by script)
- bullets (controlled by script)

Both are defined as MS3Ds. My problem is that is seems that the models allways stick to the
floor. Is there a way where I can control the Y (height) value of a 3D actor so I can make it fly
at a variable height?

This is very important for the game we wanna develop.

Cheers
Michael

15
General Discussion / Re: Hello!
« on: January 30, 2005, 08:37:26 PM »
Thanks Jerrot,

When I more familiar with the WME, then I will make my suggestions.

Cu
Michael

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