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Messages - Shagma

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1
General Discussion / Re: Most ridiculous inventory puzzles EVER!!!!
« on: September 01, 2009, 04:01:07 AM »
jajajajaja that is hilarious indeed.

2
Technical forum / Re: vertex animation
« on: July 22, 2009, 08:46:18 PM »
thank you very much

3
Technical forum / Re: vertex animation
« on: July 22, 2009, 09:18:09 AM »


Thank you for your answer!
So, just to make sure, does this mean that every single animation has to be done with a bone setup? No bend or melt deformer or any other type of animations can be exported ? :( it's too bad cause I was doing some facial animation with deformers, not bones.
Thank you for the explanation about the animation swapping, I see how it works now.

About adding vertex animations, I'd really love to do it, but I must say I've never done anything like this before. I'm a 3d artist and I have no knowledge of C++ or any of that. Is it too hard? And where do I start? 

Thank you again.

4
Technical forum / Re: vertex animation
« on: July 21, 2009, 09:21:41 AM »
I forgot to ask something else! sorry... 
I was playing the demo of art of murder and I noticed that the transitions between animations (standing to walking, walking to running, turning around in 180°) were a little stiff... Is it posible to make them smoother like in syberia 2 for example? Is there a way to make a morph between a certain random mid-animation-cycle position to another cycle? or another way around would be to tell the engine to finish every animation cycle (for example walking) to the last frame and then trigger a pre-made animation transition between the end of the walk and the new action (for example standing still), so the transition looks smooth. Is any of these two posible? if not... any tips on how to make animation transitions smoother?
Thank you - very - much -

by the way... I think I found a passage between blender and wintermute that would let you do all your work including animation in blender without worrying about bad x. exporting. I need the first question answered to know if it works though. If pure vertex animation is supported by wintermute then I'll make a tutorial on how to do bring blender animations into wintermute.

Thank you.

I'll soon announce my game :D
It's looking gooooooood


5
Technical forum / vertex animation
« on: July 21, 2009, 08:53:28 AM »
Hi!
I have a very small question...
Can wintermute play animationes done by vertex movement only?  (no bones, no skinning,    no rotating-scaling-moving the whole object). For example: a model I need to deform vertex by vertex applying keyframes to each vertex, or facial animation with no bones (blendshapes), or a 3dsmax deformer.
I don't know if the .x  format can work like this or if it only supports bone - skin  animation.
I would try it myself but I still need to learn scripting to import animations and make them work, and right know I'm in a crucial stage because my characters rigs are being made.
Thank you.

6
Technical forum / Re: Editable mesh vs editable poly
« on: May 28, 2009, 07:05:18 PM »
Mmemonic is right.  In the end every engine processes only triangles.   About 3dmax, I've never converted an editable mesh to editable poly because I don't use editable mesh anymore. It's older and worse. Start and finish with edit poly. Try to leave your mesh with only quads, cause triangles aren't very good for skinning and subdividing-smothing the mesh. Quads are also made of triangles, but if you manage to keep quads every triangle will be ordered in a cleaner way and the mesh will work better.  You can have a few triangles though, if it's really necessary and it is not in a very deformable area - and if it subdivides well for your high poly model (if there is any).

7
Technical forum / Re: Quick "Blade Runner" question.
« on: May 26, 2009, 11:23:01 PM »
Thank you!

8
Technical forum / Quick "Blade Runner" question.
« on: May 26, 2009, 09:21:26 AM »
Hi all. A very quick question.
Is it possible to achieve in wintermute full animated backgrounds as well as video transitions like in Westwood's blade runner, but in a 1280x800 resolution?  By full animated backgrounds I mean Videos, just like in blade runner, where everything is moving (lights, objects, particles, shadows, etc.), pre-rendered 3d-backgrounds. I know I can't achieve what I want by any other means but pre rendered - looping videos. Is it possible? Can Theora videos and the Theora - entity method work well at this resolution?
Thank you very much.

9
Game design / Re: How many rooms?
« on: May 11, 2009, 04:54:02 PM »
Hi there. Well I'm in a similar situation. I'm not a profesional although I'm making a game for this years university proyect. I'm in production right now, the script is done and so is a storyboard. After making these two things I looked at the storyboard and estimated about 2-3 hours (is the first chapter of a game), but of course I will not know that until is played. I don't think rooms make the difference at all, you can have 40 rooms and go by them in half an hour. At least in my game, dialogues and puzlzes are what really extend the time (I have plenty of dialogue). And also there's the individual pace of each player. If you want my advice, try to think about making each part of the game an entretaining and powerful one, and do that until you can in your time. If in the end you have to make a few changes to be able to finish your game, then do it, but don't sacrifice art and gameplay quality thinking in extension. In my opinion is better to have little but great than lots but mediocre, so if you are a hobbiest and this is not your way of making money, then take all the time you need to find perfect each part of the game you have done. Still, in general, I think 16 rooms (16 rooms of doing something else than walking by) can fill about 3 hours... even if you don't have to go back so much. IT is always nice though to have a few rooms that are just for ambientation, and siometimes you can go back a lot to a room but make changes to it (it's darker, empty for some reason, whatever fits the story that can help not going through the same exact room that much).
Well I don't know if I helped in any way XD
good luck on your proyect.

10
Foro general / Re: EasyWME
« on: April 16, 2009, 06:29:09 PM »
si lo haces serías mi héroe amigo :D
yo también conozco muy poco de scripting pero sin duda puedo ayudar de beta tester o quizás incluso haciendo las gráficas de los botones. Cualquier cosa me avisas por PM
suerte y ánimo!

11
well, to put it simply, Wintermute does everything AGS does and more. There is absolutly nothing you can do in AGS that you can't do in wintermute, and there is lots you can do in wintermute that you can't do in AGS. I'm not saying AGS is bad at all, it is a great program, maybe easier to use than wintermute and more straight foward, but it is also much more limited, specially graphically wise.

12
Help wanted and offered / Re: Imagineer Games is Recruiting!!!!!
« on: April 10, 2009, 01:18:28 AM »
hi. I'd like to know what exactly do you mean by an "animation set". Thank you.

13
Game announcements / Re: El Engaño De Barbapoca
« on: March 03, 2009, 02:16:00 AM »
Esta muy bueno. Sigan así!
Tengo una sola critica, creo que la música es un poco cansadora despues de 5 min...

14
Feature requests, suggestions / Re: light map
« on: February 16, 2009, 01:07:40 AM »
nobody can help me with this? :(
I just want to have parts of the character recieving more light than others, hopefully with movement of the light over him. Is this possible?

15
Technical forum / Re: Looping animated backgrounds
« on: February 11, 2009, 04:40:19 AM »
almost any 3d program can do animations, lights and rendering. 3D is quite a big and complex world though, and to get cool results you will need sometime to learn (however it depends on the complexity of the art of your game). If you want to model in sketchup, then it should be fairly easy to export it to 3d max, add some lights, textures, and render it. Animations are a bit more complex, and even more complex are 3d character animations. I use 3d max or maya, although lightwave, cinema4d, softimage and others will get the job done, just pick one you like and start finding out how to do things. Remember though, that for backgrounds you have to be able to export in 3ds. format and for characters you need de .x format which in 3d max is quite easy to export, don't know in the others.

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