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Messages - appaul

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1
Technical forum / Re: Does WME supports normal maps?
« on: August 19, 2013, 04:21:46 AM »
Hi, thanks for reply. I am working on a 3d character model that will be used in a game made in a WME. I am new to WME, and i would like to know does it support normal maping on a 3d model.

Normal map is used for adding detials, like bumps and dents, using less poligons. I am sure someone on this forum knows what normal maps are.
Short answer is no. But if you know any HLSL, you can create custom shaders and include normal maps in there - though it's going to be a bit of a task since you'd have to calculate binormals and tangents yourself, since wintermute doesn't.

As for polycount, there's too many factors to consider. How crowded is the scene, how close are you to the character, shaders, texture maps, lights(?), etc. The easiest and probably most accurate way is to just benchmark it. See what you can get away with on your system or the expected system of your target audience.
Since this isn't really a 3d engine (there's absolutely no optimization - no LODs, etc.) it's probably safe to just aim as low as you can.

3
Technical forum / Re: New to WME scripting
« on: March 07, 2013, 07:35:16 PM »
I was wandering with the Play(); etc what can be placed in the brackets? frame number?
Nothing. I believe that's just the format for functions and methods.

When you say entity, do you mean in the scene editor?
Yes. You attach the script to the entity in your scene that's using the animation.
http://docs.dead-code.org/wme/inside_entites.html

4
Technical forum / Re: New to WME scripting
« on: March 06, 2013, 07:31:52 PM »
Sorry, that was actually my bad. I work mostly with 3d actors, so a couple of things slipped past me.

First off, they should be .Play() and .Pause() - with the brackets.

Second, after a couple of tests, it seems like the frame event calls the script attached to the entity and not the sprite. So instead of attaching a script to your sprite, just add the "FirstFrame" event to the entity script, so it looks something like this.
Code: [Select]
var boulder = this.GetSpriteObject();

on "FirstFrame"
{
 boulder.Pause();
}

on "LeftClick"
{
 boulder.Play();
}

5
Technical forum / Re: New to WME scripting
« on: March 05, 2013, 01:07:05 AM »
No problem.

You're not really labeling anything. You're creating an "event" on that specific frame, so that when the sprite reaches that frame, the engine looks for the name of the event in the attached scripts and executes that block of code.
http://docs.dead-code.org/wme/scripting_about_events.html

6
Technical forum / Re: save directory
« on: March 04, 2013, 08:57:18 AM »
Without messing with the sources, I believe you can change the directory from Project Manager under "Saved games"
But you'd have to turn off Personal savegames, which according to the documentation may cause problems under vista.
Even then though, I believe you're still limited to folders inside the game directory.
http://docs.dead-code.org/wme/inside_vista.html

7
Technical forum / Re: IsAnimPlaying and 2Dactor. Is this possible?
« on: March 03, 2013, 08:22:00 PM »
Or you can get the sprite of the actor, so you can check its animation properties:
Code: [Select]
var actorAnim = actor.GetSpriteObject();
 
if (actorAnim.Finished)
if (actorAnim.CurrentFrame == ...)
etc...

8
Technical forum / Re: New to WME scripting
« on: March 02, 2013, 08:13:23 AM »
If you go to sprite editor, and go to frame properties on Frame 1, there's a field called "Event".
Fill that in with, say, "FirstFrame" and then go to Sprite properties and attach a scipt that has:
Code: [Select]
on "FirstFrame"
{
  this.Pause;
}

Then go to your Entity that contains the sprite in scene manager, make sure it's interactive and attach this:
Code: [Select]
on "LeftClick"
{
  var boulder = this.GetSpriteObject();

  boulder.Play;
}

I haven't tried it, but I think that should work.
As for freezing on the last frame, just make sure "Looping" on the sprite is unchecked. Or do a similar thing as the first step above.

9
Technical forum / Re: DirectWalk and uneven walkplane
« on: March 02, 2013, 07:20:12 AM »
Thanks for the help. It's not exactly what I was talking about, but it's okay. I guess I wasn't being clear.

I realize now I was actually being pretty silly, I was trying to solve it through pure script. I realized I could just fix the geometry so that the walkplane is completely flat and redefine my geometry definition file so the shadow falls on the floor with all the little slopes and not the walkplane.
Hope that made sense.

In any case, I just worked around the issue. Though I still find it weird that DirectWalk doesn't seem to have any tolerance for changes in walkplane altitude, while GoTo seems to...

Anyway, thanks again.

10
Technical forum / DirectWalk and uneven walkplane
« on: February 27, 2013, 08:49:49 PM »
Hi
First off, great engine. Been slowly learning the past few months and I am constantly surprised by the versatility and speed of it.

I'm using a direct control script for keyboard using DirectWalk on VK_UP and such, and everything seems to work fine except that my 3d actor won't move past parts of the walk plane that have a height greater than 0.
With the mouse (using GoTo), they move past and even walk on top of them (changing the actor's PosY accordingly), but with the keyboard they just get stuck. These slopes are tiny (compared to the actor) and are only 1.0-1.5 units above 0, which is where the majority of the geometry of the walk plane sits.

actor.PosY seems to be stuck to 0 when using the DirectWalk or maybe it constantly drops to floor. Am I missing something?
Is there any way to set some sort of tolerance for changes in height? I eventually want to add ramps in my geometry file (for stairs) but that won't be possible until I resolve this it seems. At least not with the keyboard.

I also tried rewriting the script to use GoTo3D and GoTo3DAsync instead of DirectWalk... and while it solves this problem, I can't get past the problem of the walk animation starting over and over again while the key is down. It also made handling velocity a lot more complicated, especially as it relates to scale.

I've looked through the forums and the documentation, but can't find anything that might help. I really hope I didn't just miss it. If I did, I apologize.
Anyway, I would really appreciate any help.


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