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Topics - ErV

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16
Technical forum / How do I cast 3d character's shadow on the wall/object?
« on: October 05, 2006, 11:07:14 PM »
Hello.
I need to cast a dynamic character shadow on an object/wall. It looks like WME is mainly 2D engine, and the shadow is actually a flying transparent square with the character's silhouette. Is there any way to cast shadow on the wall, or on some kind of "3D" object, or just make it look this way? Or did I miss something?

17
Technical forum / Access all lights's properties from the plugin.
« on: October 05, 2006, 11:01:52 PM »
Hello, everyone.
I need to access/enumerate all lights(from plugin, maybe script, plugin preferred) in current scene and process their properties (position, color, maybe range - read access only). It looks like i CAN enumerate all objects in scene, but there is no mention about "Light" object in documentation, only Enable/Disable/SetColor functions. So... how actually I can do that? The main thing I need is a light position/range(if exists) read-onlyg access. Are the lights accessible? Or do I have to create some kind of dummy and link/attach some kind of plugin object to it?

18
Technical forum / DirectX - some serious skin problems. How to solve them?
« on: September 21, 2006, 10:33:05 PM »
Hello!

I've got some serious skin-related problems.
I've been writing my own X-file export for some time, now it's finally done, but i've got some problems:
1) WME doesn't load files with my animations. It looks like WME doesn't support matrix keys; Is that so? Or does it need some specific template? (like AnimationOptions)

2) WME and ProjectManager can't load some models that require indexed skinning. It simply crashes with an accessviolation. For some reason WME can't load some of my models, while DirectX(mview) utilities can. What's the problem? Does WME engine rely on some specific template order or on something else? Number of Weights per Vertex is fine.


19
Technical forum / DirectX specific FX - how to do it?
« on: September 09, 2006, 12:38:29 AM »
Greetings, everyone.
I have following (DirectX related) problems:
1) I need to create a geometry primitive in WME, that changes it's vertex positions and topology frequently. (every frame). This object needs to be completly procedural, so no skeletal animation usage is possible.
2) I need to render a scene from another point of view, and put image to the texture, that will be used on that object.
3) I need to use a vertex\pixel shader with that object.

Those task can be easily accomplished in PURE DirectX C++ code, but it looks like i just don't have access to all required funcionts\events\interfaces. For example - I didn't find something like "OnReset"or, at least, "WM_SIZE event handler". It's possible to create render targets using given IDirect3DDevice8 interface (by the way, why don't you use DirectX9?), but they will be certainly lost during device reset, that occurs every time user switches(Alt-Tab) windows. Such unreleased interfaces (not only render targets, stateblocks, and many other interfaces) will cause ineventiable crash.
What is the solution?

P.S.It looks like it would be much simpler for me just to rewrite entire graphic-related section of program, but, unfortunately, source code is not awailable...

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