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Messages - BigFish

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1
Technical forum / Re: Soft shadows..possible?
« on: June 05, 2007, 12:09:59 AM »
Actually, it is.

2D Games:
Just use PNG files with alpha channels for your character.

2.5D Games:
Option A: Use "simple" shadows on your character, and have a blurry shadow image.
Option B: Use "flat" or "stencil" shadows on your character, but make your 3DS files and your actor really small, so that the shadows will be so small in 3D units that filtering will be used on them, and therefore, they will be blurry. (This is an automatic side effect of using Blender for all the 3D stuff.  ;D )

2
Technical forum / Re: Normals on 3D character are inverted!!
« on: June 04, 2007, 11:32:48 PM »
Sorry, metamorphium, but actually I'm not exporting animations from Blender. The protagonist in my game is a trilobite, so he really doesn't need any animations. I've never even heard of .X files being able to hold animations with names! Although, I examined the Trinity .X file, and if you exported .X files with animations from Blender, it would actually be kinda easy to set up animation names. You just need to keep track of the keyframe numbers. Like, a .X straight export from Blender with animations might look like this:

Animation {
  AnimationKey {
    0;   < Keyframe number, I think.
    40;  < ??
    * BUNCHA OTHER NUMBERS*
  }
  AnimationKey {
    1;   < Keyframe number, I think.
    40;  < ??
    * BUNCHA OTHER NUMBERS*
  }
}

But it seems all you have to do is encompass that in a block like this:

AnimationSet <Animation Name Here> {
   Animation {
     * PUT CORRESPONDING "AnimationKey" blocks in here *
   }
}

...to get it to associate that group of keyframes with that animation name. Yeah, that's kinda difficult, but hypothetically it would work.

EDIT: Please note that this is untested and I am not sure if it will work.

3
This is a "template" 3DS file with just a walkplane and multiple cameras. Meant for use with the "Find path from 2D elements only" option.

The Download (0.4 KB) < Yes, it's actually that small.

(Note: It was made in Blender, so you have to set actor scale so they're REALLY small, so your character's feet don't take up the whole screen.)

Have a blast!  O0

4
Technical forum / Re: Normals on 3D character are inverted!!
« on: June 04, 2007, 05:55:45 AM »
Actually it is! Turns out I had just entered in the clipping values wrong. I put a positive number in the far clipping box, and for some reason that makes the normals invert.  ???  I noticed it because when I put the Trinity model in my scene her normals were inverted too. Maybe this should be mentioned in the help file or something.

5
Technical forum / Normals on 3D character are inverted!!
« on: June 03, 2007, 09:00:27 PM »
Hi, I'm making a 2.5-D game, but the normals on my character are inverted!! I've tried fixing it in my 3D program (Blender) and exporting it again and again (I've done it like 5 times now), but the normals are still inverted! Is there any way to fix the normals?  ???

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