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Messages - manarius

Pages: 1 [2]
16
Technical forum / Re: entity.playtheora Scale Attribute
« on: April 03, 2008, 10:37:17 PM »
loool never thought about that.

gonna test both of the ways,

thanks for the answer once again.

cheers,
manarius

17
Technical forum / entity.playtheora Scale Attribute
« on: April 02, 2008, 08:01:09 PM »
hi you all, once again a silly little question.

what kind of parameters should i add to the entity.PlayTheora method to get the video play in fullscreen?

i tried:
(Game is 1024 x 768, Theora Video is 640x480)

Quote
Video = Scene.CreateEntity();
Video.X = 192;
Video.Y = 144;
Video.ScaleX = 1024;
Video.ScaleY = 768;
Video.PlayTheora("video\video.ogg");

i tried different values, from 0.5, 2, 5, 10 to 1024,
nothing scales my video.
I know that this is my fault, but i dont know how to correct it.


btw Game.PlayTheora is no Option, because i need to play external musik together with the video as well as dont want the video to be interactive (its our logo).

greetings from rainy vienna and many thanks in advance ... again  :D,
manarius

18
Technical forum / Re: Sorting of Inventory Items
« on: March 26, 2008, 02:46:44 AM »
thanks a lot,
thought so already, just wanted to be sure i dont miss anything  ::)

actually i think its not even that lot of work  :)

greetings,
manarius

19
Technical forum / Sorting of Inventory Items
« on: March 19, 2008, 06:32:22 PM »
hi, its me again  :)

is there any easy way to change the sorting of the inventory items=?

currently the items are displayed from upper-left to lower-right.

i would need them to be sorted from upper-right to lower-left.

is there any way to get the inventory box to do this or would i have to script it myself?

thanks again,
manarius

20
Technical forum / Re: How does Alpha Masking work?
« on: March 12, 2008, 09:54:22 PM »
cant i set the alphamasks pixelperfect attribute true and then ask for the collision between actor and alphamask?

maybe then switch the visibility for the "masked" actors pixels?

maybe by applying the mask to the actor only? (and not to the background of the scene)

(we have more than two layers of overlay objects and we use advanced Rendering methods ( vray) for lighting.
this leads to very beautiful backgroundscenes, but unables us to cut parts, cause the lighting effect would be lost.
btw the game is fully 2d.

i planned to paste the link in my first thread and forgot it, sorry, heres the posting i originally posted to:
http://forum.dead-code.org/index.php?topic=1598.msg17347#msg17347

thanks a lot again for the usage of your time,
if i visit prague one day i would be delighted if you would allow me to buy you a beer or two  ::beer
manarius

21
Technical forum / How does Alpha Masking work?
« on: March 12, 2008, 08:48:20 PM »
hi folks, its me again :-)

how exactly do i use alpha channel masking?
which methods do i need to use to get the character masked behind the scene?

for example:
i got one background png
and one alphamask.png.

if the char is behind the alphamask.png, the PARTS which are behind the alphamask should be hidden. how can i define this?
how to i check if the character is behind it?

i think this should be an easy task to accomplish, but at the moment i am totally lost. maybe i am searching for the wrong keywords in the forum, the wiki and the documentation (btw, very good work in all three of them!)


cheers and thanks again for all that work which you do for us.
manarius

(btw we have much to complex rendered objects to cut them by hand. really. i am talking about trees and stuff. just thinking about cutting this out by hand makes me look this way:  :-\)

22
Feature requests, suggestions / Re: masking for wme
« on: March 11, 2008, 08:14:27 PM »
hi folks, its me again :-)

how exactly do i use this masking? which methods do i need to use to get the character masked behind the scene?

what i would wish to achieve is, that the characters PARTS which are behind an alphachanneled png disappear,
but only that parts?

all i saw regarding anything like this was the red flashing light in the wintermute demo project. but there the whole actor gets tinted, not only parts of it.

i am sorry to have to ask this, but i got no idea right now and am in an urgent development. if i find out how i can mask, i will write it here.

cheers and thanks again for all that work which you do for us.
manarius

(btw we have much to complex rendered objects to cut them by hand. really. i am talking about trees and stuff. just the thinking of cutting this out by hand makes me look this way:  :-\)

23
Done / Re: Window Editor - Nested windows problem
« on: March 11, 2008, 03:45:49 PM »
i havent tested your specific problem, and i think you know that, i just wanna know :-)

doesn't the .Disable(); method do exactly this?

cheers,
manarius

24
have to agree, meta.


i also prefer a slim and fast engine, which is easily able to be "taught" something new.


sorry for:  ::hijack but this is important:

but, if you have any scripts you think should be integrated in the engine, just codesnippet it and post it in the forum,
that way, over time, most of the commonly used scripts will gather for simple copy&paste use   0:)

that's what makes free to test software tools the best thing to make any kind of application, because the users of the engines keep the spirit of the engines creators in mind.

btw, thanks to all of you who already shared their scripts with us humble scriptors, you all: ::rock !!!

enough:  ::hijack

cheers,
manarius

25
Technical forum / Re: Sprite Goto And Play from specific frame on
« on: March 07, 2008, 02:07:16 PM »
thanks a lot,
i think now i will be able to solve the prob :-)

the reversing of images is mentioned in the thread i originally planned to post this thread to :-)
that's a nice idea, not sure if i would have thought of it myself.

I'll just play a bit with the codesnippets you gave me,
have fun you all,

greetings,
manarius


26
Technical forum / Re: Sprite Goto And Play from specific frame on
« on: March 07, 2008, 04:44:07 AM »
i think i probably could fix it with insert/delete frame.
this way i could just add pngs at runtime.
would this be intense to render?

27
Technical forum / Sprite Goto And Play from specific frame on
« on: March 07, 2008, 04:31:12 AM »
i used the possibillities of your engine to make my reverseable animation.
it consists of two entities (one opening one closing)
and a window (the actual menu)

the only thing i have a problem with is, that i didnt find any kind of gotoAndPlay function.

to be precise:
i want to tell a Sprite to Play from Frame x on. that way you could, for example, stop and reverse a menuscreen fadein
that would allow me to leave the control to the player.
right now i am working around this problem by disabling the button witch opens and closes my menuscreen,
but does the player really have to wait till the menu is opened, before he can close it?


did i completely overlook something=?  ::slug
is it anyhow possible to adress frames in sprites?


btw:
this engine is GREAT!!!
coming from Flash it took me nearly no time to get familiar with the engine and the workflow is really good.
thats programming fun :-)

greetings from vienna,
manarius

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