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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Messages - FogGobbler

Pages: [1] 2 3 ... 16
1
Technical forum / hlsl - reflecting surfaces?
« on: February 05, 2011, 12:37:32 PM »
Hi!

Has anybody tried to get a reflecting shader working, i.e. for mirrors ? I guess it could be done, but I´m not a HLSL guru..

Bye,
Oli

2
Technical forum / Re: ANN: The future of WME
« on: January 26, 2011, 06:03:16 PM »
Hi!

Just a couple of WME2-questions.

So, I still am able to create 2.5 D with prerendered images with the new engine, right? Do I still have to cut out the foreground or does the new system work differently, perhaps with depthmaps or something like that?
Realtime, I mean "real" realtime shadows with per-pixel lighting possible with 3D characters on prerendered images? Like in i.e. Black mirror..

Thanks,
Oli
 

3
Community bulletin board / Re: Happy Birthday Mnemonic!
« on: June 23, 2010, 10:18:03 AM »
Hi!

Happy birthday and all the best for you! Thanks for the great work.

Cheers,  ::beer
Oliver

4
Community bulletin board / Re: What do you hate about WME?
« on: January 10, 2010, 06:54:42 PM »
Nothing  ;)

5
Feature requests, suggestions / WME 2.0 - news?
« on: November 18, 2009, 09:58:03 PM »
Hi!

Any news about the WME 2.0 ? How are things going on?

Best regards,
Oli

6
Hi!

Don´t want to get on your nerves, but has anybody got a working per-pixel lighting shader for me to look at? I´d love to add that feature to my demo.

Thanks,
Oli

7

Quote
And light DON'T AFFECT at the border. It is not bug, it is feature.

Ahhh..Eh..stupid me.. thanks! Looking forward to the new shader demos :-)

8
Thanks for the Glow-Demo!  ::beer

Could you please show us a demo of the per-pixel lighting shader you used?!

Thanks,
Oli

P.S. I´ve just been playing around with the glow effect (using trinity and the 3Ddemo-Front) and noticed that the texture that has the glow effect doesn´t react to the light sources (spot lights). I´m a total newbie in shader things, so could anybody please help me here?

9
Yeah, some demos would be really great, because shader-scripting/programming is something totally new to me, and I´m a bit stuck at the moment.

Sorry, if I´m asking stupid questions, but would it be possible to create reflecting materials, i.e. a mirror, puddles, water?

@cremen: Could you please share your pixel-light shader code?

Bye,
Oli

10
Hi and good morning!

Fantastic work, Mnemonic!  ::beer

Just to get to get it right, is it now via shaders possible to use per-pixel lighting instead of vertex lighting?

Bye,
Oli

11
General Discussion / Re: Latest stable: WME 1.8.11 (Sep 4 2009)
« on: September 04, 2009, 04:07:14 PM »
Yeah! Don´t sleep, don´t go to work, don´t have any kind of sexual relationships  ::slug, don´t eat or drink  ::beer ...

---> get WME 2.0 done  ;D

12
Technical forum / Re: probably a simple question
« on: March 18, 2009, 08:16:02 AM »
Code: WME Script
  1. function xray ()
  2. {
  3. Game.MSG("Hello"); <--- It should be Game.Msg("Hello");
  4. return: <----  is that a colon? Should be a semicolon
  5. }
  6.  
  7. xray();
  8.  

13
Technical forum / Distance between actor and object?
« on: February 27, 2009, 01:06:50 PM »
Hi!

Is there a way to find out the distance between the 3D actor and a hotspot-region (GoToObject-Position)?

That could come in quite handy, because then the character could automatically run to an object, if the distance is large.

Oli

14
General Discussion / Re: Latest stable: WME 1.8.10 (Feb 14 2009)
« on: February 25, 2009, 05:24:25 PM »
Thanks for the actor3D.AmbientLightColor !!! I really needed that!

Again, thumbs up for your great work  ::thumbup

 ::beer,
Oliver
 

15
Technical forum / Re: Animation judder
« on: February 25, 2009, 09:15:17 AM »
Okay, after doing some tests, I´ve found out how to solve the problem  ;D

Code: WME Script
  1. actor.PlayAnimAsync("drinkCoffee");
  2. actor.PlayAnimAsync("holdCoffee");
  3. Sleep(300);
  4. actor.Talk("Ahh");
  5. Sleep(2000);
  6. actor.PlayAnimAsync("dropCoffee");
  7. Sleep(1000);

It works with the AnimAsync animation method. Perhaps because the engine doesn´t try to go into idle mode, but carries on with the script commands?

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