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IRC channel - server: waelisch.de  channel: #wme (read more)

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 21 
 on: February 08, 2017, 10:26:46 AM 
Started by Thorn - Last post by Thorn
Thanks ! I'm still working on it, as soon as I have some time.
Here is a animation for a cutscene.


 22 
 on: February 08, 2017, 04:46:30 AM 
Started by Eric Matyas - Last post by Eric Matyas
Hey Everyone,

I had a busy week shooting images, but I did manage to get some new tracks done:

"STRANGE NATURE"_Looping – Bizarre creatures are everywhere…if you look.

http://soundimage.org/naturescience/


"HYPNOTIC ORIENT"_Looping –  I’d love to hear this in a travel video.

"EXOTIC DREAMING"_Looping – of faraway places. (I've been doing a lot of that lately.)

"EXOTIC CRUISING"_Looping – might be nice in a travel or vacation video. (Anyone want to treat me to a cruise? Haha.)

http://soundimage.org/events/


Awe, come on...I could really use a cruise!  ;-)

 23 
 on: February 06, 2017, 09:38:02 PM 
Started by cysis145 - Last post by cysis145
Our first collection of Medieval Fantasy weaponry has just been released!

This Model Pack contains 5 Fantasy Warhammers to crush your enemies! Along with PBR textures (Albedo, Normal, Roughness, Metalness & Ambient Occlusion) these will make your character a force to be reckoned with!

[Store] http://store.gajatix.com/index.php?route=product/product&path=25&product_id=123
[CGTrader] https://www.cgtrader.com/3d-models/military/melee/medieval-warhammer-collection-01
[Turbosquid] https://www.turbosquid.com/3d-models/fantasy-warhammers-3d-3ds/1119660?referal=gajatix







 24 
 on: February 01, 2017, 07:31:16 AM 
Started by Eric Matyas - Last post by Eric Matyas
Hi everyone,

A whole bunch of new seamless texture images are ready for you on the following pages:

TXR - Brick
TXR - Concrete/Pavement
TXR - Foliage
TXR - Ground
TXR - Stone
TXR - Wood

Feel free to generate maps from them (displacement, specular, etc) as needed. If you need me to create them custom for you, drop me an email...(my email address is at the bottom of my homepage.)

I hope some of them are helpful!

Eric
http://soundimage.org/

 25 
 on: February 01, 2017, 07:31:03 AM 
Started by Eric Matyas - Last post by Eric Matyas
This week’s new free tracks are on my Nature/Science page: 


"Distant Mountains"_Looping

"Hidden Pond"_Looping

"Fuji"_Looping

"Random Processes"_Looping

"Deep Peace"_Looping

“Life in a Drop”_Looping

“Droplet of Life”_Looping


http://soundimage.org/naturescience/



Have a good week,


Eric

 26 
 on: January 30, 2017, 07:16:35 PM 
Started by futurama140 - Last post by anarchist
Make sure that in your base.inc script you have:

Code: WME Script
  1. global new_actor;
  2.  

Also what mihaipuiucernea said needs to be done. Why this you will ask.

Well, the actor variable which already exists is a global variable, meaning that it is maintained regardless in which scene you are and you can use it anywhere. There is a little catch though. To use it in a script you need to have this before using it:

Code: WME Script
  1. global new_actor;
  2. <do stuff with new_actor>
  3.  

You will notice that base.inc is included in all your scripts, be it game.script, in a scene_init.script, in an entity script, anywhere. If you add global new_actor in base.inc, then you can assume that the command runs as soon as base.inc is included, which is always at the beginning of your script. Think of it as code that is always executed.

Don't get carried away though and start adding any global variable you need in base.inc. Add only variables which you will need to use in almost every script. For instance, global Statestarttest; is not a variable you normally need in base.inc, because you most probably will use it only in the scene_init.script and maybe in some of your entities.

There is no shame in being a beginner, we all start somewhere. Bear in mind that the documentation contains everything you will need. What you need now is to become a better programmer and then you will realise that WME is a piece of cake to use. I suggest that you restart the tutorial and do the work that you are instructed to do, instead of just reading it. You will understand many necessary concepts. Your code might initially be a big mess, but you will gradually get better. I suggest that you also read some articles about proper programming style and best practices, they are very useful.

 27 
 on: January 29, 2017, 10:09:18 PM 
Started by futurama140 - Last post by mihaipuiucernea
Make sure this is in your game.script
new_actor = Game.LoadActor("path to your main charcter");
Game.MainObject = new_actor;

 28 
 on: January 28, 2017, 10:22:01 PM 
Started by neo_one - Last post by neo_one
Que quede aquí escrito.
Hoy me puse en contacto con el desarrollador (Mnemonic) por Twitter y me lo ha confirmado. Que fue una etapa muy divertida pero que tuvo que tirar para adelante.
Así que así estamos, Wintermute está oficialmente muerto; no sé si la comunidad se querrá hacer cargo de él.

 29 
 on: January 28, 2017, 09:05:42 PM 
Started by futurama140 - Last post by futurama140
I know I have no clue what i'm doing, but to be honest the documentation doesn't help me for squat, it's really lacking, and there are almost ZERO resources on the internet for WME. The tutorial tells me nothing about stuff I couldn't figure out by tinkering with the engine. Sorry.

Code: [Select]
#include "scripts\base.inc"

// here comes the stuff which initializes the scene

new_actor.SkipTo(400, 400);
new_actor.Direction = DI_DOWN;
new_actor.Active = true;


////////////////////////////////////////////////////////////////////////////////
// scene state
global Statestarttest;


// default values
if(Statestarttest==null)
{
  Statestarttest.Visited = false;
  // add scene states here
}



////////////////////////////////////////////////////////////////////////////////
// setup scene according to state variables



////////////////////////////////////////////////////////////////////////////////
if(!Statestarttest.Visited)
{
  Statestarttest.Visited = true;

  // this is our first visit in this scene...
}


 30 
 on: January 28, 2017, 08:08:28 PM 
Started by futurama140 - Last post by anarchist
You need to show us the contents of scene_init.script to be able to help you.

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