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Messages - fernando24691

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1
Hi,

I've been looking and trying to work on my own adventure - of course, made with wintermute - and at last I decided to start seriously my little game.

The adventure's plot is not very large. Actually, there's not an specific plot. This game is a "demo" with only 3 scenes (using 3D). I'm focusing on the atmosphere (cinema-like, doing good camera cuts and a good customization ).

The main character is driving trough the desert - he's doing a transportation of drugs, working for the mafia - when his cars breaks. Luckily, he gets stuck just into a little village (the 3 scenarios: street, garage and bar). Our character would have to solve townspeople's problems in order to get our of there.

I'm working with 3d scenes, script programation, all - except characters -. The only thing I need - Actually, I finally decided to post here because I simply cannot afford that work -succesfully - are 3d character models.

For this demo - I repeat is a provisory demo, potentially a game or not  ;) - I would need 6 mexican characters:
  • A mechanic, under a car (not the car, I've one), reparing it, lying on the floor and with 2 or 3 animations: repair, talk.
  • The main character, walk, talk and take anims.
  • Two sisters sitting inside the bar. Talk anims
  • A mexican guy (hat and "poncho" included ;) ) sitting outside, in the street. Talk anim.
  • Barman. Talk anim and idle (cleaning cups or something)

That's all the job. I've tried 3dsmax, poser, daz3d, (I couldn't get Quidam Prime :P )but still getting ridiculous meshes.

The work would be : modelling, rigging, animating, and texturing the models. (Low-polys)

I welcome any style: "blocky" like Grim Fandango, or more realistic like Broken Sword.

Of course, if doing this, the project would become 50/50 produced - A "You and me" Game  ::) not a "Mine" game with your help... -

I repeat this project works step b ystep. If this 3 Scenes worked we would think about continue ( I do this so as to no to become crazy with work planification).

In this post you can see an screenshot of the game. I hope it like you: http://forum.dead-code.org/index.php?topic=3609.0 (that's the garage, move out my mesh of course).



2
Game design / SOLVED!
« on: May 26, 2009, 02:21:52 PM »
Once again I solved the problem !  :D :D

The problem was with "Use DirectX 9" option. It was turned off, and, AFAIK, DirectX9 do support Multi-Sub Object material type, while other versions don't.

Enabling DirectX 9 use we allow wintermute to use sub-object materials. And now my mesh shows correctly  ::rock :


PD: now I can start rigging !

3
Game design / Multi-Sub Object Problem (SOLVED)
« on: May 24, 2009, 05:52:06 PM »
Hi,

These days I've been modelling my main character in 3ds MAX.

As the title says, I used a Multi-Sub Object material in order to map my mesh, assigning one material ID's to each surface and then applying the textures.

In 3dsmax the renders showed the mesh well mapped, so I exported it to  DirectX ".X" format, following the steps shown in the tutorial of this page.

Once exported, I checked it out with DirectX Mesh Viewer, and, as you can see, the mesh looked right too:



But the problem comes when I put the mesh into the actor3d definition file. In the preview window, my mesh appears only with one material (the pants  :-[ ) and, of course, when I test the game the actor appears only with one texture in the whole body:



Anyone knows "why" ?  :-[

Thanks!  ;)

4
Game design / Solved !
« on: May 15, 2009, 08:20:00 PM »
 :) :)

Well, as i said in my possible theroy, the camera was the XYZ rotation reference, so I inversed the rotation in the .3ds geometry file (a little trick  ::beer ) , so now the geometry fits perfectly with my background image! :




 ::rock  ;)

5
Hi.

I'm doing a garage scene where there's a car, some shelves and tools. When rendering, I rotated the camera to the left to make more "dynamic" that scene, as we can see in this image:



Then I simplified a little my scene geometry in order to include it in SceneEditor. But, when a select my geometry in Scene Editor, I find this issue...



...It seems like the camera rotation became the XYZ rotation reference system, so my geometry rotation is all relative to it.... and looks rotated. (It's my theory  ::slug)

There's a solution to this matter??

Thanks,  ::thumbup :-X ::thumbup

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