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Messages - nuclear_winter

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46
Technical forum / Re: 3D BGR questions, a couple of them.
« on: January 05, 2005, 09:26:42 PM »
- two cubes to represent camera and its target + we'd need to specify FOV externally (already possible in SceneEdit)
- one cube for omni light + externally specified color (and possibly range, but it's not used at the moment)
- two cubes for a spotlight and its target + color

That would be very cool!! I think this would give new possibilities to people without high-end 3D programs.
When its released, i'll try to create a scene or two (alot of ideas already :) ) and inform of my progress and any interesting issues.

Thanx alot for your quick response Mnemonic and for the will to look into these ideas!
I think people would benefit from such addition! (also, people new to this type of adventure games, like me)

10X

47
Technical forum / Re: 3D BGR questions, a couple of them.
« on: January 04, 2005, 08:22:16 PM »
Thanks alot for the reply Mnemonic.
I have no problem with the 3DS format. SILO can export 3DS, OBJ and more with no problem, MS3D imports and exports almost all formats. The problem is that i can not create or set cameras or lights in SILO nor MS3D... so the limitation lies within the modelling programs themselves. Thats why i was aking for the possibility to adjust the 3D frames in the scene editor, but i understand your intentions and in no way want to interfere with it :)
Is there a possibility to create the 3D scene and set geometric shapes which by their names be interpreted as light_1, camera_1, etc. (similar to the way the waypoints work)?

Thanks again.

48
Technical forum / Re: 3D BGR questions, a couple of them.
« on: January 04, 2005, 11:42:28 AM »
Thank you Orange,
and thank you again Orange  :D
I want to avoid blender, i tried it on several ocasions and ended up uninstalling in a couple of hours. I guess i'm too old and dont have the time and brains to learn something so complex... having in mind that my work has little to do with 3D and i have to know alot of other programs :(

49
Technical forum / 3D BGR questions, a couple of them.
« on: January 04, 2005, 10:50:16 AM »
Hi, im new to the Wintermute Engine. I just found it yesterday (thanx to Orange Brat for posting it on another forum).
Honestly i've never been a big fan of this kind of adventure games, but what called my attention was the implementation of 3D characters, which is verry cool :)
From what i've seen so far i like the engine alot!
OK, my question is:
Are there alternate methods of creating the hidden 3D background? The problem is that i dont own or use 3DS MAX, i use MS3D and SILO to model and CFX to animate, but neither of those has the possibility to set a camera and lights!
Is it possible to import the 3DS background model into Wintermute and manipulate the camera from there (rotation, pan, etc)?
Another solution would be to create the lights and camera and import them as geometry similar to the waypoints (the .map exporter for MS3D uses this method), is this possible (or to be implemented)?
You would ask, how (and why) would i create a 3D renderd background if i dont have a high end 3D software, well i thought of using real images (taken with a digital camera and filtered in Photoshop) with the hidden 3D scene. And why not use a hand drawn image (traced over a 3D model in order to keep the perspectives correct) for the BGR. And one last question: Does Wintermute take in consideration the material settings of the MS3D file (i mean illumination, specular, etc... not skin)? I'm asking that to see if a posible fake cell-shading could be applied to the player.

Thanx in advance. Keep up the good work on this excellent engine!

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