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Topics - fireside

Pages: [1] 2 3 ... 5
1
Technical forum / scene template
« on: July 08, 2013, 04:27:48 AM »
There is a scene template for 1280 x 720 in scripts and plugins, but doesn't say how to use it.  What do I do with it?  I've been resetting everything on each new scene so far.  Apparently we can make our own then?  Is there any information on it?

Also, out of curiosity, is it possible to change the skin on the Wintermute setup window that asks for full screen etc? 

2
Technical forum / Shadow direction
« on: June 24, 2013, 12:24:23 AM »
Never mind.  I found SetLightPosition() and the actor3d comments for Trinity.

3
Technical forum / game settings
« on: June 23, 2013, 08:32:17 PM »
Is there a way to offer shadow choice in game settings?  Just wondering for slower computers.

4
Technical forum / figuring out what size is in this export script
« on: June 14, 2013, 07:19:36 AM »
I'm trying to figure out what getSize is in this code.  Do you think it's specific to a spotlight, which is what the object is, or is it just a general object attribute?
Maybe you would be able to tell from the context.  There is no getSize() attribute for a object that I can find.  There's scale, or it could be dealing with the size of the spot.  There is a slider for that in Blender. 
Code: [Select]
if blender_light.getType()==2:             #spotlight
e1=Mathutils.Euler([obj.RotX, obj.RotY, obj.RotZ])
e2=e1.toMatrix()
light_vec=Vector([obj.LocX, obj.LocY, obj.LocZ])
size = obj.getSize()
isy, isz = size[1], size[2]
if isy!=0.0: isy = 1.0/isy
if isz!=0.0: isz = 1.0/isz
lookdir = (-matrix[2][0]*isz, -matrix[2][1]*isz, -matrix[2][2]*isz)
lookAt = (light_loc[0] + 10*lookdir[0], light_loc[1] + 10*lookdir[1], light_loc[2] + 10*lookdir[2])
light.spotlight.target = lookAt

5
Technical forum / scene orientation and geometry
« on: June 12, 2013, 12:26:18 AM »
Is Wintermute y up and -z forward, or does it matter?  I'm just looking at the current blender .3ds script.  Also, if there is just a floor with a name and no camera or light, will it still load or not?   I referenced it in the 3d tab and when I ran it, it didn't show any errors, but I also didn't see any geometry.  I named the floor walk_1. 

6
Technical forum / Wiki changes
« on: June 11, 2013, 07:49:23 PM »
There are some very old articles on Blender in the Wiki, and personally, I think it might be best to delete them and do a rewrite.  Is this all right, or should they be deprecated somehow?  I'm not going to do it right now.  It currently looks like Jerrot's script is the only way to get geometry into WM, but I don't think it would be all that hard to update the script to the newest version, hopefully.  Otherwise, I could just save a floor in the old version, do a save, and upload in a newer version.

7
Feature requests, suggestions / turnto function in 3d
« on: June 10, 2013, 03:01:21 AM »
If a scene entity has walkto points, the turnto turns to those points for 3d characters.

8
Technical forum / font size
« on: June 07, 2013, 02:50:35 PM »
Is there some way to change font size without setting a new font?  I found setFont on the 3d actor, but it didn't take a font size argument.  All I want is a little bigger font size right now.  I looked for a font object in the script reference but didn't see one.  I saw the fonts in the folder, but I didn't see where I could adjust size.

9
Technical forum / directional problems
« on: June 07, 2013, 03:51:59 AM »
I'm wondering if there is a problem with my actor.  He works properly when clicking on a location on the floor.  However, when walking to an object, he looks fine, but when the object is on his right and I put that as the direction in scene edit, he looks left.   I put left and he looks right. Then again, what is left and right for the character?   When I use turnto(object).  It seems to depend where he is in the scene.  Sometimes he looks at it, sometimes away from it.  Forward, back, it almost seems random, but I'm pretty sure at that point on the screen, he would always do the same thing.  This is a 3d actor and the object is a region entity.  Does that still work all right?  Weird thing is, he turns and walks to it flawlessly when it's clicked on.  I think it has something to do with it being on a table rather than on the floor.  The goto lists a point on the floor.

10
Technical forum / border
« on: June 05, 2013, 05:15:42 PM »
I have a 16X9 computer, but when we set the screen to 1366 X 768, I get a black border all around and a smaller view area.  It wouldn't be bad for my computer which is 1600 X 900, but many people run at much higher resolutions these days.   Is it because it isn't a supported resolution from the video card?  Or what is best in that situation to work in a reasonable resolution.

11
Technical forum / sound panning
« on: June 05, 2013, 12:58:09 AM »
I'm looking at the demo and sound panning is checked for the fan, but I don't notice it getting quieter when she gets further away.  What is it and how does it work?
Never mind, I did a search, it's determined by it's position on screen. 

12
Technical forum / starting a 3d project
« on: June 02, 2013, 04:58:18 PM »
For starting a 3d project, would it be best to use the basic project, or to delete things from the 3d demo?  Just wondering if there's some hidden 3d stuff I might miss.

13
Scripts, plugins, utilities, goodies / suggestion
« on: June 01, 2013, 01:23:12 AM »
Have a sticky with tools that are working with WM, especially the 3d portion, and what is needed to get them to work.

14
Technical forum / Blender exporter
« on: May 30, 2013, 07:26:45 PM »
Hi.  I'm wondering if anyone has used the Blender .x exporter recently and if it is currently working for Wintermute or if they have any suggestions on using it.

15
Feature requests, suggestions / FBX
« on: December 23, 2011, 04:24:48 AM »
Haven't been here for a while, just passing through actually, but I thought I would suggest moving to alias FBX format for 3d.  Blender has a pretty good exporter for it as do most modelers.  3ds and X are getting pretty long in the tooth.  FBX will always have camera and animation built in, so I think it would simplify development for people that use other modelers. 

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