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Messages - Baron

Pages: 1 [2] 3
16
Technical forum / Re: Using SkipTo3d can you drop beneath the floor?
« on: January 21, 2009, 05:15:10 PM »
Thats a good point, I tried it first with the capital D and nothing.
So I tried it with a lower case and the model displayed, I thought that must be right. But then again the engine might just be dumping the model in the middle of the screen.  Darn. Better think this out again. Sorry for the noobishness.

17
Technical forum / Using SkipTo3d can you drop beneath the floor?
« on: January 21, 2009, 04:18:41 PM »
Hello All, just a simple question. Is it possible to drop characters partially below the floor plane?
My example below doesn't work. but does for all positive numbers.

Code: WME Script
  1. var Convmiko=Game.LoadActor3D("actors\girl\girl.act3d");
  2.   Convmiko.Active = true;
  3.   Convmiko.DropToFloor = false;
  4.   Convmiko.SkipTo3d(416, 776, -10);
  5.   Convmiko.Direction = DI_DOWN;
  6.  

What I am trying to do is have a close up of the 3d character for a conversation. If this is not possible I will have to make a seperate model with the character translated in Max and rexported as a seperate Model. Bit of a messy way to do it though. any suggestions from the brilliant minds on this forum?
Cheers.

18
Game announcements / Re: A Stroke of Fate
« on: January 20, 2009, 05:43:59 PM »
Good On Ya! Credit where its due.
Top quality graphics, best of luck with your game.

19
Thanks for the tutorials, the Biped Is helping me a lot, I havent used max in ages! 

20
Technical forum / Re: ANN: The future of WME
« on: January 16, 2009, 02:24:37 AM »
Thanks Mnemonic that is fantastic news. WME and the great community around it is helping me learn scripting. I can't express how grateful I am for the great documentation, support and kind explanations that yourself and many of the members of the WME dev community have provided.
Long live WME!

21
Game announcements / Re: A Stroke of Fate
« on: January 07, 2009, 04:23:33 PM »
The christmas card looks like mel brooks "the producers"     It's springtime for hitler and germany..........             LOL.
The Actual real game site is impressive. But wheres the Credit to WME?? for shame.

22
Game announcements / Re: Mental Repairs, Inc.
« on: December 14, 2008, 01:10:48 AM »
Alright I’ll give it another shot, sorry. Thanks for checking.

BTW, this was part of a university production? after graduation what are you doing now, have you gone into a games company?

23
Game announcements / Re: Mental Repairs, Inc.
« on: December 13, 2008, 03:49:21 PM »
Well Actually I did use a walkthrough, shame on me!, I found this dutch walkthrough and used babelfish to translate to english.
http://gamesolves.prophp.org/free/m/mp_nl.htm

after babelfish It was still half dutch but It still gave me a few hints. the walkthrough tells you the solution to the puzzle but it doesn't seem possible in the english version. There are different names/options. So thats why I was worried.

but its a great little game, well impressed.

24
Game announcements / Re: Mental Repairs, Inc.
« on: December 13, 2008, 01:16:02 PM »
Congratulations Eshaktarr, thats fantastic work. I'm playing through it at the moment. Fantastic 3d work and overall very slick and polished design and a great quirky idea.::rock  thanks for sharing it with everyone.

actually I'm stuck at the colours puzzle, I don't mean to be rude but I'm worried that it might be a translation error thats stopping me
from getting past the puzzle. Has anyone got past that part in the english version? 

Also sorry I'm a bit of a newbie and I have no Idea how to hide text on this forum. Anyhow there is no spoiler involved so hopefully no problems.



25
I'm having a little trouble myself with playing video.
I used the converter and renamed the file ending from .ogv to ogg the file plays alright in the player.
When I use Game.PlayTheora in the game I just get a black screen.
has anyone else had the same problem?

-Edit-

I was just missing the file location in the command

Game.PlayTheora("SacredIntro.ogg");

Game.PlayTheora("scenes\Entrance\SacredIntro.ogg");

I added is and its playing fine.  ::rock

26
Technical forum / Re: 3DS Max to .X Conversion
« on: October 14, 2008, 01:57:18 PM »
Cheers Lads! By a sheer coincidence I was on the same problem, now my character is happily animating in the scene  :)

27
Technical forum / Re: a solution to develop multiply players game by WME
« on: September 26, 2008, 05:08:37 AM »
令人

28
Technical forum / Re: Difficulty with with 3d Actors
« on: September 26, 2008, 02:46:52 AM »
Thanks for the fast reply.
It was the clipping plane!  I tried various values but eventually I at about 300, 2000 it was ok.
I think the thing that threw me off was that with the settings 0, 1 the the scene geometry was all visible in the preview,
so I though it was ok, but not so. Its all fine now though. :)
Thanks again.

29
Technical forum / Difficulty with with 3d Actors<SOLVED>
« on: September 25, 2008, 02:24:20 PM »
Hi Everyone,
     I've read all the post that I could find, and the manual and Im still stumped. so here is the problem.

I've made a simple 3d Character and BG to try out the 3d actors. But no matter how I export them I get what seems to be a problem with the normals. See the pictures below.
Also when I put the Trinity character in the scene she also has a similar problem. My character looks ok in the model viewer as does trinity,but in the room it is glitching. Here is a description of how I made it,

I made the character in 3d Max 8 using the Panda exporter
The Room has a simple plane called walk_floor with one Target spot and one Target Camera and one block object and four waypoint boxes
exported it as .3ds

In the Scene editor the ground plane and the waypoints appear ok. The clip planes are set to 0,2
The character is an editable mesh attached to a Biped skeleton with skin deformer

I have tried a whole lot of different settings but to no avail, here are some of them;

exported as editable poly with Biped using Skin
exported as editable poly with Biped using physique
exported as editable poly without biped (no bones)

as Oli suggested(in another post) unifying normals etc...

exported as editable mesh with biped using Skin
exported as editable mesh with Biped using physique
exported as editable mesh without biped (no bones)

Exporting the scene,
used all the different light types and various light settings.

In the scene editor reversed the viewing plane to 1,0 resulting in no glitches, but trinity and my own character are insideout.
Then I tried reversing my characters normals in Max and re exporting, but still the insideout effect.

converted the max file and exported from softimage, same problems.

thats it.

I've done everything I could think of. any suggestions?
Thanks for your help.   



30
thanks for the time and effort it is much appreciated.

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