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Messages - Spellbreaker

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361
Technical forum / Re: Right click instead of left click?
« on: August 25, 2008, 03:07:36 PM »
I have a question in genral, maybe you can answer it to me because your project looks really professional :) Why do you use an Interface at all? I personally like one-click interfaces, 'cause you do not have to "guess" if you have to use / look / take an object. I mean, if you click a person, you will talk to him. If you want to use him, you would first select an item from the Invetory. You cannot take persons ( normally ;). Same for Items and Objects.

Most adventures I played these days don't have a interface at all...

362
I don't think that upgrading will be a big issue, since the most complicated stuff is the gamelogic like Puzzles, etc pp. That will remain the same, I did not read anything that includes something on changing the scripting-language. I guess it'll take just a small amount of time per Scene to upgrade.

363
Feature requests, suggestions / Re: Shadows
« on: August 22, 2008, 02:55:20 PM »
Hey. It's not in development right now, since we focus on the first chapter of the Game now. Shouldn't take too long, since we are 4 people now, (musician, developer, 3d artist, 2d artist) and some voice talents.

364
So my question is this: how difficult do you expect it will be to upgrade finished game-parts from 1.x to 2.0?
It's way to early to say, but frankly, backward compatibility is not one of the design goals as I see them now. It would kind of beat the purpose of a radical system upgrade. There might be some semi-automatic converters, but really, it's too early for this kind of speculations.

I would say it's quite unnessesary. I guess bugs in 1.x will be fixed, so there's no problem to finish games started with 1.x even if 2.0 will be out. Then you can decide simply to upgrade to 2.x or stick to 1.x for that particular project. Integrating full backard-compatibility usually gives more problems.

365
Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: August 19, 2008, 02:35:28 PM »
Thanks, guys :)

You know, the best thing to do might be putting the Russian version on my website as well. Free for everyone to download, just like the English and German version (and a Czech version soon, hopefully). With special thanks to the unknown contributors ;D


I don't know the laws, but I guess, then you could get into trouble yourself, because the russian text / images and so on are copyrighted by someone else. I don't know if that count's because they already dirsturbed your own Copyright when changing the Game itself :)

366
Game announcements / Re: Dirty Split - Announcement (image heavy)
« on: August 19, 2008, 12:28:40 AM »
Wouldn't be the first time someone sells free products. I would clearly make an announcement on your website regarding this.

Just downloaded the Game by the way, and I LOVE LOVE LOVE the Intro :) Great Music, great style :)

367
Help wanted and offered / Re: Imagineer Games is Recruiting!!!!!
« on: August 13, 2008, 11:01:04 AM »
I wish you good luck with your pitch !  ::rock ::rock

368
Bug reports / Re: Plugins List in Project settings
« on: August 12, 2008, 03:34:58 PM »
Found out: If the additional plugin is in the WME Directory, the plugins list is working correctly.

If I put the DLL in the Directory of the Game, the list gets messed up like in the screenshots I provided earlier.

369
Bug reports / Re: Plugins List in Project settings
« on: August 12, 2008, 03:00:12 PM »
Oh and by the way, why does the WME Version shows 1.6.1? I am using the files supplied in 1.8.6 . Just forgot to change the numbers? :)

370
Bug reports / Plugins List in Project settings
« on: August 12, 2008, 02:58:02 PM »
I just created an empty plugin I wanted to develop, then this happened and I don't know why :



The descriptions do not fit to the dll files.

371
Feature requests, suggestions / Re: Shadows
« on: August 12, 2008, 01:15:38 PM »
I am currently developing a Plugin, but: I will limit it to one single lightsource ( anything else would cut too much performance I guess ) but it will take a while since I never developed a plugin before....

I need to do something like a function,where you can define how often the shadow will be updated, and the function would read the lightsource from the 3ds file, then read the actors position, and calculates the correct values for that SetLightPositon funtion of Actor3d

372
Feature requests, suggestions / Shadows
« on: August 11, 2008, 06:05:16 PM »
Hi there!

Until now, the Shadow of a 3d-Actor is casted using the SetLightPositoin function, a "fictional" light source.

What I'd love to see is, that the Engine can use a fixed light-source from the geometry.3ds file, to have the effect that when the Actor walks around a light source, the shadow would always cast into the right direction.

The only Workaround I figured out for that would be to develop a plugin, that reads the absolute coordinates of a lightsource from the 3ds file, converts them to relative coordinates for the Actor, and then calls the SetLightPosition function, maybe 10-20 times a second? I don't know how performant that would be.


Greetings,

Spellbreaker

373
Technical forum / Re: Hidden Geometry file
« on: August 11, 2008, 03:44:01 PM »
Hey guys, I followed the online wiki tutorial using blender to make the file but for some reason the camera, lights and waypoints get found but the blk_ and walk_ don't.

Help is very much appreaciated

Cheers ::beer
Myles Blasonato


Have you used the Blender WME Exporter fromt the wiki?

374
Technical forum / TurnLeft / TurnRight Animations for 3dActors
« on: August 10, 2008, 02:27:36 AM »
Hey Folks.

Me and my 3D Modeler came up with a difficult problem. We wanted to create nice animations for the Actor when he turns around.

How can we do that? Since we don't know how big the turns are ( could be from 1 to 180 Degrees ), we could use a batch to create 180 Different animations for each directions, but thats Stupid :)

How would you approach that? How is it solved in other Games?

greetings,

Spellbreaker

375
Feature requests, suggestions / FX Support
« on: August 07, 2008, 01:34:38 AM »
Hi there!

This was an old issue from 2006 which interested me, especially the toonshading issue ( see original thread ) .

Hi,

I believe that .X files can contain some material definitions in .FX format (basically high level vertex and pixel programs)

Does WME support that feature ? We'd like to try a cartoon rendering and maybe other effects on our main character.

Additionally, has anyone here managed to export these effects from 3DS MAx with Pandasoft Exporter ? Everytime I open the resulting .X file in Direct X's viewer it says "No effect instance specified. Reverting to the default effect."

Thanks,
 Olivier


Is that now possible since WME is avail for DX9 ?

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