Please login or register.

Login with username, password and session length
Advanced search  

News:

This forum provides RSS feed. To query recent posts use this url. More...


Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Razorback

Pages: [1] 2 3
1
Game announcements / Re: Fusebox
« on: December 04, 2011, 09:03:20 AM »
Seems cool. How did you make the character walk down the stairs?

The walk plane had a ramp on it. Seems easy enough right? But getting it all to work with the wall in front of him was one of the hardest parts of the whole project. He kept walking into the wrong walk-zones making him appear in front of the wall when he shouldn't. It was all about using a bunch of different walk-zones. Hard to explain. On the level above it was actually impossible to make him go down the stairs. He would walk down but into the walk-zone in front of him, and break the illusion of being below the floor. 

2
Game announcements / Fusebox
« on: December 01, 2011, 03:58:47 PM »
Hey guys, this isn't really a game announcement, it's more of a game post-mortem.



It was to be a science fiction game mostly aboard a space ship headed for Saturn's moon Enceladus. It also involved some virtual reality scenes.

It was a school project and initially we had plans to make it into a full game. Unfortunately other projects got in the way and this fell by the wayside.
We had a trailer done, a fancy site and everything, but the project's been dead for a year now.
It was a lot of work and I'd like for at least a few people to see it. I decided to record some gameplay and finally reveal it to the world.

Here's the CG trailer we made: http://www.youtube.com/watch?v=uzBANDhMMLo&feature=related
Here's the gameplay video: http://www.youtube.com/watch?v=3xFUGrvba6o
And this is the site we made for it: http://www.artes.ucp.pt/ftp/a0307037/fusebox/

We had the whole story planned out so maybe one day this project might be revived.



3
Game announcements / Re: Europa
« on: May 28, 2010, 02:27:15 AM »
Can't wait to play it, I love sci-fi.

4
Technical forum / Re: How to set actor´s scale in 3D package
« on: May 28, 2010, 02:15:17 AM »
I do it by trial and error. I have max opened on one window with the .geometry file loaded and the sceneEdit window opened with the character placed near a door or something else that makes it easy to compare relative sizes. I keep making adjustments to the size of the .geometry file and saving it to see how it looks in the game.

So the character size is fixed and I make sure the .geometry adapts to that.

But I have to use this weird method because I use maya to build the scenes, and then I just export the camera and some basic walkzones to max and that usually screws up my scaling. If you use max all the way just make sure you pay attention to the scale of things while making it. I find it's just easier and less time consuming to just adjust the .geometry little by little than worry about all that scaling during the creation.

Yes, I'm lazy...

5
Technical forum / .3ds file issue
« on: April 02, 2010, 09:43:33 PM »
I'm using 3dsmax 2010 and for some reason I can't get some of the .3ds file features to work, like stencil shadows.  As far as I know I'm doing everything right with Wintermute, I used the .3ds and .geometry of the 3d demo on my scene and it worked fine. Then I opened up that same .3ds file and re-exported it with my version of max, and it stopped working.

Is it possible there is something different going on with more recent versions of max?

Thank you.

6
Game announcements / Re: The Driller Incident
« on: March 15, 2010, 03:56:51 PM »
Eh, that was actually pretty cool! I think it deserved its own original character. 

7
Technical forum / Re: Few quick questions about Wintermute
« on: March 15, 2010, 03:52:39 PM »
Actually, I think it IS possible to do the 3d backgrounds with 2d characters. If you load a 3d actor as your scene it should work.

Wintermute wasn't designed for that though.

8
Game announcements / Re: H. P. Lovecraft's Dagon
« on: March 14, 2010, 02:43:29 AM »
I love the mood in the first two pictures. Depressing... in a good way, if that makes any sense.

Good luck!

9
Technical forum / Re: Deformed 3d Actor
« on: March 13, 2010, 05:49:26 PM »
I just don't get it. I keep changing the import settings of the . obj and it seems completely arbitrary weather it will work or not.

EDIT: BTW, I just installed kWxPort and the only thing it seems to do is crash wme.

10
Technical forum / Re: Deformed 3d Actor
« on: March 13, 2010, 03:39:34 PM »
Never heard of that exporter. How does it compare to Panda?

Anyway, I seem to have solved my problem. I had to re-import the .obj to max with some different settings. Retriangulating was one of them, I'm still not exactly sure what I did right.  If I find out I'll report back.

11
Technical forum / Re: Deformed 3d Actor
« on: March 13, 2010, 04:51:38 AM »
I've been trying diferent kinds of objects. Everything else works just fine. I even skinned a teapot and made it walk around. Works fine. I guess the problem lies with the mesh of my character. Hmmm, what could it be?
I used http://makehuman.blogspot.com/ to create my model, and I exported it as an .OBJ

I wish I knew what makes it different from the other objects I tried. I know it comes with it's own UVs, but I don't see how that can be related.
It's pretty late here, I'll investigate more tomorrow.

12
Technical forum / Deformed 3d Actor
« on: March 13, 2010, 03:40:07 AM »
Hello there.

So here's the problem. I'm exporting my character with PandaExporter. He uses Biped and Skin. He also has a walking cycle animation. This character is for testing purposes only so I haven't bothered with skinning it correctly, It's just using the automatic weights that were applied by the Skin modifier. I read on the PandaExporter tutorial on the wme resource page that all the vertices should be fully weighted. Should that solve the issue?

Any help is appreciated.



EDIT: Well, the vertices were already fully weighted. Changing them didn't seem to do anything.

13
Game design / Re: 3D Walk-cycle in Max
« on: March 09, 2007, 10:46:58 PM »
I believe it has something to do with the bipid motion flow tools. Mess around with that and see what you find. Sorry I can't be more specific.

14
Done / Re: Ambient light for scene
« on: March 03, 2007, 04:21:42 AM »
In my experience I only need like 5 omni lights to do the trick, doesn't take more than 10 seconds.

15
This has to be one of the most professional looking independent adventure games I've seen. Looking forward to it.

Pages: [1] 2 3

Page created in 0.038 seconds with 19 queries.