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Messages - atm_deev

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46
Technical forum / Re: Cash big animation!
« on: October 19, 2007, 05:14:01 PM »
Who will be other ideas?  ???

47
Technical forum / Re: Cash big animation!
« on: October 18, 2007, 05:50:08 AM »
We exactly so do. :) But this not beautifully!

48
Technical forum / Re: Cash big animation!
« on: October 16, 2007, 08:44:34 PM »
As possible use animation-list of special file. Analogy file animation-list of actor.

Хоро

49
Technical forum / Re: Cash big animation!
« on: October 16, 2007, 08:30:52 PM »
Ok, but, may be, You help us: as possible do it easy, not only for Scene, but for more Scene one time?
Thanks.

Ok, но как это

50
Technical forum / Cash big animation!
« on: October 16, 2007, 04:21:00 PM »
Problem:
When using animation, which contains a large number of personnel, in the game, there is a strong braking at the time of loading such sprite.
Question: How can pre-load (cash) sprites long before they will be used?
As soon as I say that we have written their own cache method, but would like to know - is it not included in the WME standard cache means? Our method does not love me, especially since he is always tied to a particular scene.
In advance - thank for help.

Проблема:
При и

51
General Discussion / Re: Sales of adventure games
« on: October 01, 2007, 01:06:18 PM »
0.10$ - is for beginners commands developers (RUSSIA).

52
Community bulletin board / Re: Russian WME community
« on: September 17, 2007, 06:58:50 PM »
RESPECT, Denis.

53
Technical forum / Re: move 3D-actor not equal to the speed of traffic
« on: July 31, 2007, 06:25:21 AM »
The crux of the problem: how to get rid of the effect of slipping actors?
Try to play with  VELOCITY in actor file (*.act3d). Should help with slipping.

Feel free to post your Q's in both languages. It could help understand their matter better.
(RUS: Д

54
Technical forum / Re: move 3D-actor not equal to the speed of traffic
« on: July 31, 2007, 06:21:26 AM »
Дей

55
Technical forum / move 3D-actor not equal to the speed of traffic
« on: July 30, 2007, 02:52:10 PM »
How can move 3D-actor not equal to the speed of traffic over time from point A to point B (for example, a lame actor)? How do I do that with 2D-actor understandable, but as with 3D?

The crux of the problem: how to get rid of the effect of slipping actors?

56
Technical forum / Re: How do animation 3D-actor turn to?
« on: July 28, 2007, 12:00:31 PM »
3D actors do support turning animations. If you name your animation "turnleft" or "turnright", they will be used while the actor is turning (in place). Plus you can override these default names using the TurnLeftAnimName and TurnRightAnimName properties.

Ok! Thank you! All works!

57
Technical forum / Re: How do animation 3D-actor turn to?
« on: July 27, 2007, 12:40:46 PM »
How do TURN (special animation) actor (3D)?

58
Technical forum / Re: sky, clouds - slow motion (no pixels)
« on: July 27, 2007, 12:36:36 PM »
ok. Thank you. Shed itself - there is VERY easy.

59
Technical forum / Re: sky, clouds - slow motion (no pixels)
« on: July 27, 2007, 08:40:12 AM »
either use video entity (works by far the best) or use long overlay which starts and ends with the same graphics. You will change it's X position until it reaches the end, then you reset the X coordinate and start over. This would be the scripted version. I didn't understand exactly where's your problem so if this didn't help you please rephrase.

Ok. I think that the use of video entity should be approached. A possible example of working with video entity? How do video entity?

60
Technical forum / How do animation 3D-actor turn to?
« on: July 27, 2007, 07:32:54 AM »
How do animation 3D-actor turn to? The result really-first actor in IDLE-poze unfolding, and once included animation turn.

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