Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Topics - Jyujinkai

Pages: 1 [2] 3
16
Can anyone recommend me some software.. either free or cheap that I can use as a installer and/ or a applcaton that launches the program?

The installer

It would need to be able to edit the registry of windows and be able to undo these edits on uninstall. As well as the normal copy files, select install folder, create new folder.

Launcher
If possible I would also love to be able to integrate bit-torrent into the installer / game launcher so the user can receive patch updates easily. Or any other method for patching....

Any suggestions welcome.

<------ Edit...

For installers i found Inno Setup or the Nullsoft installer.... Dose anyone have any options for a Launcher and patching system?

17
      Hi there, a while ago I started making a tutorial on doing 3D toons for wintermute for the community. As i was doing it the and project grew I decided to try and make a definitive guide about the creation and utilising of a 3D character resource. I was going to post the entire thing in one go but due to time constraints, with work and my own project, I have been convinced to release each section as I it is completed.

      I hope that these video tutorials may be useful to others and is my way of trying to thank Mnemonic for the crazy amounts of time he puts into making this free engine for hobby game developers, and commercial developers alike.

Now that YouTube hosts HD content I have been meaning to move these tutorials there... taken me a while but I have done it... have fun and I hope they help.

There was lots of copying and pasting of YouTube codes in this post.. so if anything doesn't work or points to the wrong place just let me know and I'll fix it.


WME Tutorials - 01 - Character Plates
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

WME Tutorials - 02 - Modelling your Character
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 3
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 4
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

WME Tutorials - 03 - Building Symmetrical UVs
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 3
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

WME Tutorials - 04 - Texturing
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 3
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

WME Tutorials - 05 - Rigging 1 - Introduction
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 3
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 4
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

WME Tutorials - 05 - Rigging 2 - Biped
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 3
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 4
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 5
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 6
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

WME Tutorials - 06 - Rigging 3 - Skinning
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 3
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 4
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 5
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 6
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

Video Tutorial Series

Streaming Video Versions

Tutorial 01 - Stream
Tutorial 02 - Stream (full version)
Tutorial 03 - Stream
Tutorial 04 - Stream
Tutorial 05
01 - Creating Symmetrical Design Plates

This tutorial talks about how to prepare your design documents for use in your 3D app of choice as Design Plates. (images used to model off).
  • How to ensure your design is Symmetrical to aid in Symmetrical Modelling
  • How to ensure your front / side views are aligned to each other.
  • How to ensure you Symmetrical Drawing aligns to your Zero World space in your 3D application

02 - Modelling your Character off your Design Plates

This tutorial will discuss the modelling process to build your model off your design plates. Rather than simply record my making of a model, I decided to try and discuss conceptual ideas of model creation. With luck i hope to have introduced novice modellers to procedures and techniques that will enable you to build a 3D model that is easy to set up for animation and game content.

This tutorial will discuss
  • Symmetrical Modelling - To speed up the modelling process / Aid in the easy creation of a UV Layout
  • Choice of Polygons - Do i use Tris or Quads, or polygons with more than 4 sides?
  • Joints Setups - How to make a joint that will be easy to skin and produce decent deformation
  • Use of the Model T-Pose - A discussion of what pose to model your toon in to aid skinning and produce decent deformation
  • Easy way to build mouths and eye blink topology


NOTE:- This tutorial is a little long due to modeling being a large topic. Still I feel I have included some good information here, even though I got real board towards the end and the ending is a little rushed. I may need to redo the end of this but I will wait to see comments (if anyone watches it lol)

03 - Building Symmetrical UV Layouts

This tutorial is about how to do a more advanced UV layout to achieve two things. 1) create a uvlayout that can be easily read and thus painted on in a 2D packadge, and 2) Arrangment of UV layout so you use the space of your bitmap to full effect.

04 - Texturing
This tutorial is in a way an extension of the first.. it outlines some methods of workflow for painting your textures as well as how to streamline your UV layout during the texture process as you find small things you need to tweak.

Have fun.. hope you like it

05 - Rigging

This topic is pretty large so I am doing it in a few sections.

Part 1 - Introduction + WME Setup.
  • This is a introduction to rigging in general. You can if you wish skip this tutorial completely. It just focus on some very general stuff about 3DsMax and WME pipeline procedures.
  • How to Zero out your model (yes again.. but it is so important)
  • Installing and How to use the Panda Export Plugin for 3dsMax
  • Setting up a "Test" WME project to view your model in the game engine.
  • Fixing some common errors in viewing your models in WME
  • Getting your mesh perfectly setup and ready to start Rigging and Skinning

Part 2 - Rigging With Biped
  • How to Setup CS Studio
  • What is CS
  • How dose CS Work
  • How dose the body deform in the real-world
  • How to correctly align your biped to your model data.

Part 3 - Vertex Weighting with Skin
  • What is Skin and How dose it work?
  • How to adjust envelopes.
  • How to use mirror mode on a zero'd out model.
  • How to use ABS Weighting
  • How to use paint Weights.
  • Rar file contains a animation Bip of a deformation stress test



Well that is it I will update this page as needed and I hope you guys like it. I would appreciate any comments and constructive criticism.

Be excellent to each other and Party on Dudes
--Jyujinkai[/list]

18
Feature requests, suggestions / Camera Options.
« on: February 12, 2008, 01:01:47 AM »
Hi I would be very interested in a way to control cameras inside a scene.

So you can change camera angles with out loading a new scene. As far as i know you can have multi-cameras in a single scene, and there is scripting functions to choose this camera, So i have some control over withc camera will be loaded when the scene loads.

but
It would be very cool if you could change the camera angle inside a scene without loading a new scene, for easy construction of cut  sequences and the like

19
Game design / cool site you might like - opensource classical music
« on: November 27, 2007, 09:34:09 AM »
Here is a site you guys might like to look at.. free open source classical music.. . . for sue in any way you like.

20
General Discussion / Back from holiday!!!
« on: November 14, 2007, 11:49:19 PM »
I am back from holiday and will restart the hobby project this weekend... ... I'll try not to spam the board with questions :P no promises though!!

21
Technical forum / 3D Actor dose wierd turns at start of scene.
« on: October 15, 2007, 08:47:34 AM »
Hi my 3dactor seasm to be working fine when you are controling it with the mouse. Though for real-time renered cut sequences i wish to control the actor using script...

This has worked fine in a number of scenes. Though in this one scene somthing wierd is happening and I do not know how to fix it.....

This is the actor code...

Code: WME Script
  1. var introactor = Scene.LoadActor3D("actors\sandra\sandra.act3d");
  2. actor.Active = false;
  3.  
  4. introactor.SkipTo(554, 748);
  5. introactor.Direction = DI_UP;
  6.  
  7. introactor.GoTo(554, 648);
  8. introactor.TurnTo(DI_UP);
  9.  
  10. introactor.GoTo(843, 640);
  11. introactor.TurnTo(DI_RIGHT);
  12.  

Pretty simple stuff. I just want the actor to apear and walk around teh sceen a bit. You can see that the initial actor placement used the .Direction thing so should be instant. Also not that i have made the 2nd x.y thing to walk to very sim as well... as in it dose NOT change direction, nor dose it change at all in the X.. it is simply moving upthe screen in Y by 100 units.

Sill when i add the goto lines she dose a wierd rotate.... to show you want i mean here is a vid of what is happening.... the first one is this code....

Code: WME Script
  1. var introactor = Scene.LoadActor3D("actors\sandra\sandra.act3d");
  2. actor.Active = false;
  3.  
  4. introactor.SkipTo(554, 748);
  5. introactor.Direction = DI_UP;
  6.  
  7. //introactor.GoTo(554, 648);
  8. //introactor.TurnTo(DI_UP);
  9.  
  10. //introactor.GoTo(843, 640);
  11. //introactor.TurnTo(DI_RIGHT);
  12.  

The 2nd one is this code

Code: WME Script
  1. var introactor = Scene.LoadActor3D("actors\sandra\sandra.act3d");
  2. actor.Active = false;
  3.  
  4. introactor.SkipTo(554, 748);
  5. introactor.Direction = DI_UP;
  6.  
  7. introactor.GoTo(554, 648);
  8. introactor.TurnTo(DI_UP);
  9.  
  10. //introactor.GoTo(843, 640);
  11. //introactor.TurnTo(DI_RIGHT);
  12.  

example of error
http://www.youtube.com/watch?v=yUet7lVidps


22
Technical forum / Question about save/load in 3dDemo Project
« on: October 13, 2007, 10:34:26 AM »
Hi I am trying to get my save / load window working but i do not understand this bit of code you have here in the demo.......

Basicaly i have everything working except when it tries to overwrite an existing save game...... The code in the demo is

Code: WME Script
  1. function DoSave(Slot)
  2. {
  3.         var CanSave = true;
  4.         if(Game.IsSaveSlotUsed(Slot)) CanSave = Game.QuestionBox("Do you want to overwrite the old savegame?");
  5.        
  6.         if(CanSave)
  7.         {
  8.                  var Time = new Date();
  9.                  var Minutes = Time.GetMinutes();
  10.                  if(Minutes < 10) Minutes = "0" + Minutes;
  11.                 
  12.                  Game.SaveGame(Slot, Scene.Name + ", " + Time.GetDate() + "." + Time.GetMonth() + "." + Time.GetYear() + ", " + Time.GetHours() + ":" + Minutes);
  13.                  this.xResult = true;
  14.                  this.Close();
  15.         }
  16. }
  17.  

But i can not see how the "Game.QuestionBox" thing works.... i have made my own question box ready to go but i can not figure out how to call it and stuff... can anyone help?

23
Technical forum / Problem with inventory Switching betwene to actors.
« on: October 12, 2007, 02:20:55 AM »
Hi there.... I have almost got the code all working to have the two inventories. One for spells and one for items. The problem is that i can pick up items fine and add the to either inventory.. all that is working. This is done using the code "Game.InventoryObject = spellActor;". The thing is after i use that spell the inventory that shows is the spell inventory... and i can not seam to get it to switch back. Using "Game.InventoryObject = actor;" dose somthing not sure wat, as it shows a diffrent inventory to the spellactor but it is blank and dose not have the items form before.

Any ideas?

my actor code is

Code: WME Script
  1. // load our main actor
  2. actor = Game.LoadActor3D("actors\sandra\sandra.act3d");
  3. Game.MainObject = actor;
  4. // Load the spell actor Global set in base.inc
  5. spellActor = Game.LoadActor("actors\spell\spell.actor");

the code i am using to change the inventory is

Code: WME Script

Recap
  • I can pick up items and send them to the actors
  • I can use the code "Game.InventoryVisible = true/false;" to hide and open the inventory. Showing only the items, witch are sent to the "actor" using "Game.TakeItem("bag");"
  • I can click on the spell book icon with the "Game.InventoryObject = spellActor;" code and use "Game.InventoryVisible = true/false;" to see ONLY the spells sent to it using the "spellActor.TakeItem("fireball");"
  • But once i have viewed the spell book i can not switch the iinventory back using "Game.InventoryObject = actor;". If i call that then original inventorty go blank.

<---------- Edit

no Luuck fixing this .. i think it is working as the inventory changes it is like the "Game.InventoryObject = actor;" is loading a 34d new inventory rather than the original inventory?


24
Technical forum / Link inventory to a button rather than mouse over?
« on: October 07, 2007, 10:24:34 AM »
How would i like the inventory to slide down like it dose now but do so when you clikc on a icon rather than when you mouse over a spot on the screen?

25
Scripts, plugins, utilities, goodies / WME Animated LOGO Tumbles
« on: October 03, 2007, 04:23:43 AM »
Here are a few WME logo tumbles to place at the start of your projects to give them a little spice.

You can view the Logo Tumbles on YOUTUBE

You can download the OGG files for use in your project



You can Download working Project Examples



Black End Frame

You can view the Logo Tumbles on YOUTUBE

You can download the OGG files for use in your project


Xtra Stuff


Also one mroe .. as some people have messaged me the colour of the start of the short versions is NOT black but the grayish colour of the logo... so use these if you need..

Frame one of ALL versions - Short

I hope you guys like these, feel free to use them.

Have Fun.

26
As default you have the data package and all the game exe and stuff in the root of your install dir.

Is it possible to have a directory tree in the install folder that contains the packages.

Eg:-
GameName (install dir)
 - gamefile.exe
 - Settingsfile.exe
 - data.dcp (main pak)
>>>Locations
       - Location1.dcp
       - Location2.dcp
       - Location3.dcp
>>>Speech
       - GameReleaseEp1.dcp
       - GameReleaseEp2.dcp
       - GameReleaseEp3.dcp
>>>FMV
       - GameReleaseEp1.dcp
       - GameReleaseEp2.dcp
       - GameReleaseEp3.dcp
>>>Patches
       - fix1.dcp
       - fix2.dcp

I ask as we are planning to serialize our game and make it modular....

Example - Initial Release (ep1)
 - You can download the full game, or you can download the game with out any of the speech files or FMV sequences, or chose one of either.

Example - Release of Ep2
 - All you need for this game is to download the new location pack, plus the optional packs.

(ect ect)

At the moment each pack sits in the root of the game folder and if you are releasing additional packs + possibly patches.. then this dir will get all crowded and ugly pretty quickly.

Or is there a better way to do this kind of modular release idea?

27
Technical forum / How do you controle Menus with scripts for button states?
« on: September 28, 2007, 12:46:35 AM »
How would i go about using a script to control a menu.

Basically i want the button to say "Start Game" or whatever and then after you have done that for the same button on the menu to say "restart game"

I assume it can be done with a global varabile that is set to say true or false or somthing but as you know my programming is lame....

Any ideas?

28
General Discussion / Anyone know a good free sound effect library?
« on: September 27, 2007, 11:13:57 PM »
Anyone know a free sound effect library that can be used in hobby and education projects?

I have done a bit of a search and found thousands of site .. most of witch are terrible and full of popups and crap.... so wondering if anyone has found a good one?

29
Technical forum / What is a way to make an object out of reach.
« on: September 27, 2007, 02:09:41 AM »
Ok still super new to all this....

I can click an object and walk to it and activate the script attached to it.
I can walk though a region and activate the script attached to it.

My question is can I set up a mouse click and if it is out of reach get an "I can reach it" thing. (I know you can but how)

I am assuming it would use if statements.

The way i am doing it at the moment is to have a region to note the "in reach" area and have a if thing on the script for the entity that checks to see if the actor is in the region.... This dose seam to work but it also seam to be pretty weird as i have like a bazzilion regions all over my scene...

Is ther a better way to do this?

30
Technical forum / How to control the inventory box?
« on: September 26, 2007, 07:30:58 AM »
I cna not seam to find out how to control the inventory box... I am using the inventory from the trinity demo... I have made a new graphic for it.... but my graphic is a lot taller then the one in the demo. So when it trys to hide it the bottom of the graphic pokes out.

I have set up the window .def file.

The inventory item boxes and spaces between them.

The width and height of the inventory box is equal to the image

If i change the X,Y position in the def file it can move along the Y.. but I can not see a way to move it in the X.

Any ideas?

ALSO

Even with the box poking out like that i can see a probelm i can not fix as well... the hot spot for opening and closing the inventory is still set to the width of the original inventoy box... as mine is a lot taller even with 1/2 of it missing there are some slots i can not move the mouse to before the game thinks that i have moused off and auto close it?

Pages: 1 [2] 3

Page created in 0.046 seconds with 22 queries.