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Messages - Razorback

Pages: 1 [2] 3
16
Game announcements / Re: Mystic Triddle Demo
« on: February 22, 2007, 05:23:38 AM »
That was very good. The puzzles were great and so was the whole presentation. The English still needs a lot of work though. You should find someone else to do the translation I think.

17
Technical forum / Re: Problem with alpha masks
« on: February 18, 2007, 09:53:30 PM »
Another way to do it is to render everything and then if you have photoshop or a similar program you can cut around the sprites you need with the polygonal lasso tool and save them on a seperate layer. Then you crop the image to a good size around the sprite ,disable the background layer and save as a PNG.

Thats how I do it.

18
Technical forum / Re: Character textures questions.
« on: February 18, 2007, 06:00:20 PM »
Thanks for the reply, that's great news.

19
Technical forum / Character textures questions.
« on: February 18, 2007, 01:13:33 AM »
Is there any significant performance advantage to keeping all the textures from a single character on 1 texture file?
Right now I've UV mapped my character from head to toe, but I saved separate texture maps for individual body parts. 7 files in all.

Five 256x256 and two 512x512 jpegs. I've tested it on WME and it works fine with steady 60fps. But of course I plan on having more characters on screen in the future so I'd like to know from people with more experience if there's anything wrong with the way I did things.


20
Game announcements / Re: Schach-Welten / Chess-worlds
« on: February 17, 2007, 09:27:54 PM »
Holy jebus! :o  That last one is most impressive, definitely my favorite.  Would you mind talking a bit about your process? Is everything alpha layered frames, or is there some sort of bloom or glow effect scripting going on?

21
2.5D, and I am the modeller.

22
Game announcements / Re: Schach-Welten / Chess-worlds
« on: February 17, 2007, 05:45:18 PM »
Damn! The lighting effects on these demos are insane! I had no idea some of that stuff was even possible with WME.

23
Game announcements / Re: Ghost in the Sheet - Announcement
« on: February 17, 2007, 05:34:52 PM »
Love the atmosphere, (judging by the website, which is great) and the artwork is fantastic!

Also looking forward to play it.  ::thumbup

24
Technical forum / Re: Exporting animations in.... yes, the X file.
« on: February 16, 2007, 07:40:49 PM »
There we go! Everything working like a charm.  ::thumbup

25
Technical forum / Re: Exporting animations in.... yes, the X file.
« on: February 16, 2007, 04:43:51 AM »
You can try to use Motion flow mode in caracter studio

26
Technical forum / Re: Exporting animations in.... yes, the X file.
« on: February 15, 2007, 08:38:09 PM »
Thanks. It's good to know I'll be able to share animations over multiple characters. I gotta admit though, I didn't understand much of your post because I'm a bit lost when it comes to 3d animation in WME, the documentation says little about it. But I'll be sure to use this thread for future reference once I learn a bit more about this issue. Also programming or actual WME handling is not my area you see, I'm the art guy.

I think I should go experiment a bit more and figure things out on my own before asking any more questions.

On the skeleton structure issue, by *exactly* do you mean I can't even change bone lengths or the overall size?

27
Technical forum / Exporting animations in.... yes, the X file.
« on: February 15, 2007, 04:28:55 AM »
Hi there, today I'd like to know how you people go about getting animations working on your characters.

This is the idea I have, you get all the animations of your character on the time slider, then when exporting with the panda exporter you choose the appropriate time segments for each animation and give it a name, like walk or idle etc. Right?

The thing is, I have this biped character with lots of different animations saved in separate .bip files. Right now I can only export one animation because I can't figure out how to get more than one animation on the time slider.
I've heard of people exporting animations on separate files, so they can be used by more than one character, is this possible?

I'm not even sure what questions to ask. Right now all I know is that my character starts walking and doesn't stop and walks in place because it's missing the idle animation. And I’d like to learn how wme handles the 3d actor animations so I can experiment on my own.

Cheers.

28
Technical forum / Re: .X file export trouble.
« on: January 29, 2007, 06:20:10 PM »
Thanks guys, turns out I spoke too soon, I'm having a bit of trouble getting the skined objects working after the export. But I'll get back to you on that once I have a better understanding of what I'm doing wrong.

Now, adonf, you mention that both the physique and the skin modifiers work on the .X file, but on the wiki you wrote (which is great btw) you mention that skin (vertices in particular) does NOT work. Is that just outdated info?

29
Technical forum / Re: .X file export trouble.
« on: January 29, 2007, 01:05:38 AM »
I solved the problem, I'll explain here how to fix it for posteriority in case of someone else ending up in the same situation.

You need to reset the Xform, and then you'll see which objects are affected, they will have flipped normals. To fix that select the affected objects and apply a normal modifier, then flip the normals back.

I don't know if its necessary, but I ended up converting everything back to editable poly, just to get a feeling that everything is back to normal.

There ya go, I'm glad thats over.

30
Technical forum / .X file export trouble.
« on: January 28, 2007, 08:04:30 PM »
So I finally got the hang of rigging a character, and after all my hard work I excitedly export it into an .X file so I can experiment with it on WME. When I get there this is what I find...  :'(


I get the same results on the Mesh Viewer. What ungodly mess is that?! I can't even begin to understand what I could have done wrong.

I will try to explain what I did to see if any of you can help.
First, if I export it without any animations, it looks fine. I've tried all combinations of options on the PandaExporter to see if it would give out any different results. It didn't.
My character is using a Biped for a skeleton and I only skinned the joints, all other parts where just linked to their respective limbs.
The character is comprised of a lot of separate objects; it isn’t all the same mesh.

At first I thought it had to do with some of the pieces being inverted instances of other pieces. But I deleted those and made proper copies and that also didn't work.

I've just ran out of ideas, if anyone could help me out here I'd be eternally thankful.

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