Please login or register.

Login with username, password and session length
Advanced search  


Forum rules - please read before posting, it can save you a lot of time.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Nihil

Pages: 1 2 [3] 4 5 ... 34
Game announcements / Re: Limbo of the Lost UK release
« on: June 12, 2008, 08:22:23 PM »
I can't imagine how that should seriously become a problem for WME ... as long as there is no importFromOblivion()-function mnemonic should be on the safe side ;-)

Game announcements / Re: Limbo of the Lost UK release
« on: June 12, 2008, 03:51:16 PM »
Limbo of the Lost has become the worlds most famous adventure within just a few hours!
If I were you, I'd hire these guys for your marketing-department ;-)

No, but for realtime 3d Characters you can forget Bryce and Poser anyway as none of the two is able to export to .x (and Poser characters are way to high-poly anyway).

As for the interface, Blender is a bit unusual, but compared to Bryce and especially Poser (which has the worst interface in the whole history of 3d :-) ) it's really another league as it's a real 3d program compared to - sorry- toys like Bryce and Poser. Poser is cool for 2d games though, especially if you can't model your own characters (like me).

You are not limited to Blender though, there are many other apps that can export .x

Technical forum / Re: Blender geometry export
« on: May 04, 2008, 09:37:04 PM »
Maybe you have to insert some waypoints as well? Sorry, haven't worked with 3d characters for ages, I forgot almost everything about them.

Technical forum / Re: Footprints
« on: May 04, 2008, 05:51:17 PM »
I'd use images and let them disappear after a while so the screen doesn't get too crowded with footprints - or do the serve a particular purpose and have to stay visible?

Technical forum / Re: Blender geometry export
« on: May 04, 2008, 05:48:47 PM »
It's been a long while since I used it, but back then there was an issue with scaling - the character had to be scaled down a lot if I remember correctly, otherwise it was so huge that it was outside the camera. I think we had to set the actor-scale down to 2 or 3 (?) to have it visible in scene.

General Discussion / Re: HAPPY BIRTHDAY odnorf!
« on: March 27, 2008, 10:28:15 PM »
Oh, you had birthday and invited a lot of cats instead of us?

Well, I can understand that ;-)

Happy belated birthday anyway! And I guess I don't have to write that I hope you partied hard :-)

General Discussion / Re: Happy Birthday Jerrot!!!!
« on: February 15, 2008, 11:08:03 AM »
A little late *cough* but all the best from me, too! Hope you had a nice, yet not too thrilling day - you know, that's dangerous at your age :-)

Technical forum / Re: is it possible to make a game for ds
« on: December 28, 2007, 07:58:49 PM »
No, WME is Windows-only.

General Discussion / Re: HAPPY BIRTHDAY nihil!
« on: December 18, 2007, 11:30:31 PM »
Thanks a lot guys :-)

I wanted to stay in the channel a little longer yesterday, unfortunately my PC decided to die a sudden death :-(  At least I know what to spend my non-existing money on now :-)

@mnemonic: I think jobs are totally overrated, and they keep you away from sleeping. So I prefer to keep on being a lazy student for a while :-)

Game design / Re: PovRay rendering time...
« on: December 06, 2007, 07:56:09 PM »
What software do you use for modelling?
What really speeds up rendering is - if the software supports it - more cores, so a quad-core cpu really rocks.

And maybe another renderer? I haven't used PovRay for at least 10 years, so I can't tell anything about it's performance, but maybe another renderer could do the job faster? That's just a guess though.

Welcome to the forum.

I didn't play Kaptain Brawe, but since the inventory in WME is totally scriptable you can have virtually any inventory you want ... depending on you capabilities of course :-)

Full 3d is not possible (as it isn't with any other free adventure engine out there so far), but WME is actually the only one that supports 3d characters.

Cross-platform is not in sight for WME as it relies heavily on DirectX.

But who knows what future versions might bring :-)

Game design / Re: Basic color blocking on my background
« on: September 21, 2007, 01:23:15 PM »
Looks good so far, the only thing I'd perhaps change is the colour of the wall in the hallway, the pure white is a bit to bright compared to the rest of the scene.

Technical forum / Re: WME docs improvement suggestions
« on: September 21, 2007, 12:56:12 PM »
I think the docs are mostly ok, even for beginners, only the step-by-step tutorial should go more in depth (and perhaps separate it from the rest of the docs. Many people seem to overlook it?). I would miss some more explanations, for example for creating an own interface, some more scripting stuff (from basic things like loops, multimedia-stuff (music, videos...), handling of variables etc).

If you want to use BTT for a 1st person example you can have it.

General Discussion / Re: Few noob questions
« on: September 13, 2007, 04:04:09 PM »
Hello, and welcome to the forum.

@1: No, normal maps are not yet supported afaik, I don't know if support is planned?
@2: No, you can only scroll larger scenes
@3: I'm not sure, but that doesn't sound like an easy task because actor-positioning is done by x/y-values, so I guess you'd have to re-calculate them for scene-changes with new camera-angels etc ...

If you don't have too many scene changes like this it would perhaps be the easiest way to just store the x- and y-differences between both actors and then do a rough recalculation of their new positions according to the new camera position and rotation?
Or wait if someone with better math-knowlegde than me comes up with a correct formula :-)

Pages: 1 2 [3] 4 5 ... 34

Page created in 0.033 seconds with 19 queries.