Please login or register.

Login with username, password and session length
Advanced search  

News:

For WME related articles and tutorials visit WME Resource Center.

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 - McCloud

Pages: [1] 2 3
1
Technical forum / Re: Begining a game
« on: October 01, 2005, 04:59:17 AM »
Just for the record, for anyone else looking for a 3d rendering software to use with Wintermute, I contacted Cybermotion about the exports and here is what they replied.

Quote
"wait 1 or two weeks until CyberMotion v.11.0 is released. It has revised 3ds import and export functions that will support
uv-textures and multiple materials. Lights are converted too but the camera adjustments are ignored. Object names have the
typically 3ds limitations of 10 characters. Objects are restricted to a maximum of 64000 points or facets in 3ds.
 
Regards,
Reinhard Epp"

So, it looks like in a future update, more will be supported for the 3ds export but will not export the camera.



2
Technical forum / Re: Begining a game
« on: September 24, 2005, 02:26:10 AM »
Quote
I've been on Cybermotion home site and the only thing I can figure it out is that you can't export to another format if you didn't register it.

I bet that's it.  I should have thought of that.  I have a serial, but it wasn't ever registered.  That would make since because I can save the 3ds files and open the same 3ds files in Cybermotion and their fine.  But with Deep Exploration, it recognizes all the names, but doesn't import any models or geometry, just like in Cinema. 

I downloaded deep exploration, and I love it by the way.  It makes it 100 times easier to see what some models look like rather than opening them up one at a time in some 3d prog.

I guess I'll contact Cybermotion and see if it can do what I need it to do.  I'll also ask them, if with the registered version if it will import the textures to some of these 3ds models, because now that I have Deep Exploration, I've noticed that alot of these 3ds files DO have textures in them already and it's been hell to try and add textures to them again.  So maybe it's a limitation because the product is not registered.  I don't know.

Anyway, thanks for your help.

3
Technical forum / Re: Help! Game freezes on Game.AddResponse
« on: September 23, 2005, 09:21:37 AM »
Quote
We posted at the same time
;D Yeah, it wouldn't let me post at first, said some else had made a post or something.  I didn't feel like retyping the information since it had all the answers already.

Quote
Ok, so if your game is running in 640x480, you will have to modify the "response box" definition and resize/move it appropriately. The definition file is located at "interface\responses.def". You will need to change at least the AREA, X, Y, WIDTH and HEIGHT values to fit your game's resolution. Please referer to the docs for more details on response box definition files.

 :-\ Man!  I knew it was something simple!  I was going nutts for a moment there.  I'm getting closer to finishing my little "test" game, I didn't want to have to start over.  Thank-you so much!

-McCloud

4
Technical forum / Re: Help! Game freezes on Game.AddResponse
« on: September 23, 2005, 09:07:35 AM »
Quote
The only thing I can think of is that the response box is displayed off-screen, so the game is waiting for you to choose the response, but you can't see them. What game resolution are you using? The response box in WME demo (and in the default project template) is designed for 800x600. If your game runs in 640x480 that would mean the responses aren't visible.

Can I move the response box?

5
Technical forum / Re: Help! Game freezes on Game.AddResponse
« on: September 23, 2005, 09:02:06 AM »
Ok, I think I found the problem.  My scene is 800 x 480.  I wanted to make my scene to scroll from left to right but DIDN'T want it to scroll up and down.  I'm almost sure it has to do with the resolution I set.

I have the game set to 640 x 480 and the scene set to 800 x 480 so that it can do this scrolling.   Once I found this out, I tried changing the game resolution to 800 x 480 but it still doesn't fix the problem.

I'm not sure if WME can support it then.  Unless maybe the response box is hidden in an off screen coordinate.  If so is there a way to move it, or do I have to redo my renders to a different resolution?

-McCloud


6
Technical forum / Re: Help! Game freezes on Game.AddResponse
« on: September 23, 2005, 08:26:53 AM »
The problem only occurs when I add the Game.AddResponse code.  If I delete it, it doesn't have problems.  I'm not sure what could cause this.  Perhaps it's something simple that I'm overlooking.  Thanks for checking it out though.

7
Technical forum / Help! Game freezes on Game.AddResponse
« on: September 23, 2005, 12:11:41 AM »
ok, I can't figure this one out.  I tried several different things to determine the problem or work around it.  I am trying to start a conversation with my Doctor entity where you can choose what you want to say, but I keep running into this strange bug.  This is my second "game test" the first one, I had no problem, but when I go and talk to the doctor now, in this new test, the game freezes, the choices don't show and I can't click or do anything else in the game once it reaches this point.

I tried using the code from WME Help:
Code: [Select]
Game.AddResponse(0, "Hello.");
Game.AddResponse(1, "How are you?");
Game.AddResponse(2, "I'll be going.");

var Res = Game.GetResponse();

and

Code: [Select]
function MyTestDialogue()
{
  var EndBranch = false;

  while(!EndBranch) // loop until the player ends this dialogue
  {
    // fill in the responses
    Game.AddResponse(0, "Hello.");
    Game.AddResponse(1, "How are you?");
    Game.AddResponse(2, "I'll be going.");

    // let the player choose one
    var Res = Game.GetResponse();

    // let the actor say the selected response
    actor.Talk(Game.LastResponse);

    // and now handle the selected one
    switch(Res)
    {
      case 0:
        // some code to handle response #0
        this.Talk("Hi mister.");
        break;

      case 1:
        // some code to handle response #1
        this.Talk("I'm fine, thank you.");
        break;

      case 2:
        this.Talk("Bye bye.");
        EndBranch = true;  // response #2 exits the dialogue
        break;       
    }
  }
}

But have the same problem.  I tried copying and pasting from my previous project as it's close to the same scene, but still have the same problem.

I can make my Doctor entity and my actor talk with out any problems, so it must have something to do with Game.AddResponse or Game.GetResponse. 

I've tried using the Molly actor as I thought it could be something wrong with my actor that I created.  Same problem.

WME doesn't generate any errors or logs for it, I've even checked the log files, nothing.  I even started a NEW project from scratch, and tested with a region entity.  Same Problem.  But when I load my previous game, the old version, it works fine, it works fine in the WME Demo. 

I thought maybe I was typing something wrong, so I downloaded UltraEdit and set it up, no errors were found.  What in the world can it me?!

Has anyone had this same problem?  What am I doing wrong?

Thanks
-McCloud

8
Technical forum / Re: DLL support for WME?
« on: September 22, 2005, 12:38:20 PM »
That's awsome!  I'll try it out when I get some time.  I'm on a bit of a learning curve right now as the ONLY programing language I've known until now is visual basic.   So it's taking me sometime to learn the WME Script.   It's really weird to me.  VB would be like english to me, but WME script seems like a different form of english.  It's like I can understand it's stucture, but the way things are declared and the way some functions and statements are used are a little different.  I keep thinking VB when I'm doing WME script, but I'm learning. 

Thankyou so much for following up on this for me.

-McCloud

9
Technical forum / Re: DLL support for WME?
« on: September 22, 2005, 01:11:16 AM »
Man,

I couldn't find that error for nothing.  I've already started working on something else, but if I come across it I'll be sure to post it here.

10
Technical forum / Re: Begining a game
« on: September 22, 2005, 01:02:32 AM »
Quote
Well, I haven't heard of CyberMotion, but if you have troubles with exporting  Cinema 4D to Max post that Cinema file here
and I'll try to convert it with deep exploration. Don't forget to create lights an cameras.

Ok, that would be great, but I can't figure out how to post the file here.  And for some reason I can't port my existing CyberMotion project to Cinema.  It loads up blank.  Could you look at the CyberMotion one and see if there is something wrong with it instead.  I can export a 3ds file for you.

Thanks
-Jeremy

11
Game design / Re: 3D Rendered Scenes, which progam is easiest?
« on: September 22, 2005, 12:42:51 AM »
@gfxmachine

Thanks for the info.  My life just got really busy, but I'll check them out when I get a chance.

12
Just a tip I thought I would share.
I've noticed that you can create a decoration floor to make your actor darker for when he is walking it dark areas, but what about shadows that only cover a partial area of the actor?

I've found a simple trick you can do to get around this, it may not work with all scenes, but here is what I did.

1:)  In Photoshop I open up my rendered scene and create a new layer. 
2:)  Using a hard brush, I paint over in the scene where I want my shadows to appear, I used black, but you can use any color.
3:)  Once you have your shadows set go to Filter>Blur>Gaussian Blur
4:)  Apply an ammount that you think looks good.
5:)  In the layer of your shadows set a transparency level.
6:)  Hide the rendered scene layer and save the file as PNG.
7:)  Load the file in your scene in SceneEdit and move the layer to the correct spot


Tips: 
1:)  Use one of your sprite images between the image and shadows layer to see an over all affect.
2:)  You can also select an area and do a graduate fill so that it has nice color changes.

Problems:
1:)  It makes your overall scene maybe too dark in some areas if it already has heavy shadows.
2:)  Effect only works in 3D Accelerated mode.
3:) The shadows are 2D so it may not look right in some cases.

Hope some of you finds this helpful.

-McCloud

13
Game design / Re: 3D Rendered Scenes, which progam is easiest?
« on: September 19, 2005, 01:11:53 AM »
Quote
I guess Cinema4d demo is not crippled in 3ds export.
My friend burned a copy for me.  I think it's an older version though.  Cinema 4D seems easy enough, but I quickly picked up on Cybermotion.  It was very easy for me to learn and I can navigate through it quite easily.  The only problem I have is it's 3ds export and it's takes FOREVER to render my scene.  Right now it has 15 hours left.  I think I checked something that causes it longer to render, but I can't remember what it is.  I know I have my Photons turned off, I dunno. Perhaps it's my video card, it has 128mb shared memory, but my Uncle is sending my a different card that has it's own memory that's 256mb memory, so maybe that may help in performance.

Quote
Do export it and check with a converter or whatever, that it exports camera an lights, if you can (lol, deep exploration 30 days demo will allow you that, download at right hemisphere.

Converters are new to me, I never used one.  Can they also create a camera if one wasn't exported in the 3ds file?

14
Game design / Re: 3D Rendered Scenes, which progam is easiest?
« on: September 18, 2005, 01:49:43 AM »
Wow, can you imagine my shock to come back and see that so much had been posted in one day?  Anyway, I'm trying out Cinema 4D, it doesn't look so hard to use for a newbie.  I've been playing with it some, but still can't figure out why I can't export the camera.  But I'll continue to try, I hear that it can be down with this program.

Out of all the programs that have been talked about, I'm surprised that the one that I'm using now, CyberMotion, was never mentioned.  I think it's great!  It's very easy to use too, but perhaps this is more of a newbie type program or maybe it's just not well known. Too bad it doesn't export camera in 3ds files.  It would have been perfect for me.   We'll see how far Cinema 4D gets.

-McCloud

15
Technical forum / Re: Begining a game
« on: September 17, 2005, 11:29:25 PM »
Hy Lazarus,

Quote
Thanks for this useful tips so I can make less mistakes in beginning   
Just wanted to let you know, I was playing with WME last night, and I found something that might be useful to you.   If you build a new project, like with actors, menu system and such and save it.  You can start a new project and import the files from the other project.  So I guess you could have one project with all your stuff in it and it be like a template.  And then when you start a new project, you can import the files from the so called template, only importing the things you need.  I don't know how far you can go with it, I had just found this out when I was starting a new project and didn't want to build my actor from scratch, so I tried importing the folder for an actor from a different project and it worked.  Then I tried importing a menu system I created from another project and it worked, so it looks like you don't really need templates, you can take something from other projects you've already done.  I havn't it tried it with everything, but it seems to work.

Quote
If you have freezing problem with milkshape you can try to use misfit model 3d. It is a free software and you can save objects
in ms3d file (milkshape) with whole bone animation.
Thanks, I'll definately try that!

Quote
Some guy had a similar problem with exporting camera to 3ds , I adviced him to use deep exploration.
It supports  lots of object formats.
I just tried that with lightwave, put every different block and walking path in separate layer and exported it with deep exploration
to 3ds. I only discovered that camera needs a little bit of adjustment that can be done in WME (field of view ).

I'm still not sure what Deep Exploration is.  Is it like a program that fixes 3ds files so that a camera is exported?

Quote
What software do you use for modeling?
maybe there is another solution.
Well, the thing is, I'm not very skilled at 3d.  I'm just kind of learning WME right now and creating mini test games as a kind of hobbie because I love adventure games and a love programming. Since I'm a one man band right now, and don't have any intentions of creating a real game right now, I'm a one man band, so I had to find an easy to use 3d program that I could use to put something together that would look nice, but something that was easy to use.  I found something, the only problem is the 3ds export doesn't include the camera, and I'm not sure if it includes the lights either.  The program that I've found to be the best for me is CyberMotion.  It can produce nice renders and I can put together a scene in very little time.  But because I was wanting to experiment with doing the 3d Character, I've tried a number of other programs.  So far, I havn't found anything, I've read on these forums that you can use Cinema 4D, which I managed to get.  But I've tried the 3ds export with it and it doesn't seem to save the camera either.  I'd prefer to stay with CyberMotion for it's ease of use and it's not too expensive.  Any suggestions you have.  Please let me know.  Thanks

-McCloud





Pages: [1] 2 3

Page created in 0.024 seconds with 23 queries.