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Topics - Jerrot

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1
General Discussion / Merry christmas!
« on: December 24, 2007, 01:41:29 PM »
Hey fellow WME community,

as I'm ready to leave to my family and friends now, I want to wish you "merry christmas" and some peaceful days before I leave.

Enjoy the holidays!  0:)

Take care,
Jerrot.

2
General Discussion / Destinies as candidat for hype-o-meter!
« on: March 06, 2006, 11:56:59 AM »
Hiya,

if you're not a regular visitor on "adventuregamers.com", you might have missed that "Destinies", one of the most promising future WME games, did it into the votings for their well-known "Hype-o-Meter". So if you're a registered user and - of course - if you ARE excited about Destinies, check out this link to vote for it: http://forums.adventuregamers.com/showthread.php?t=13619

Of course you can vote for whatever you really want, I just found this topic, because *I AM* much more waiting for Destinies than for BS4 (they really hit me down to ground with BS3...  :P)

Greetings, Mr. J.  8)

3
Feature requests, suggestions / Talk stuff for 3d actors
« on: December 05, 2005, 01:51:57 PM »
Me again,

1) it would be nice to have the ForceTalkAnim method for the 3dactors object as well.

2) I would love to have a solution for multiple actor.Talk() lines as well without interrupting the animation, but I can't think of a good solution for it yet.
Maybe one could tell the engine not to use the standard animation, nor break it (or jump back to idle-mode). Something like that would be possible then:

actor.PlayAnimAsync("talk");
actor.CustomTalkAnim = true;
actor.Talk("blah blah blah");
actor.Talk("blah blah blah");
actor.Talk("blah blah blah");
actor.CustomTalkAnim = false;
actor.PlayAnimAsync("idle");

Just for the records. ;)

4
Done / Scriptable viewport?
« on: November 10, 2005, 01:30:26 AM »
Hi,

I wonder if it would be possible to change the scene viewport's size and position in runtime via script.

That's it! ;)

5
General Discussion / Happy Birthday, Mnemonic!
« on: June 23, 2005, 09:21:15 AM »
Why-oh-why wasn't a thread here already? I had to make myself ridiculous on IRC, anyway:

(Gameboomers rock  ;D ;D ;D ;D ;D)

May your last year before the evil "3 in front" be full of happy and intelligent customers at work, happy and intelligent users of WME (hah!), include some new Garbage tracks and a lot of rain (that sounds strange now when I write it...  ::)).

Let's have a virtual Rebel then. Cheers.  ::beer
Just go on, you rock!  ::rock

Ok, I used all important smilies - I'm done.



6
Game design / Blender and WME
« on: June 05, 2005, 12:12:41 AM »
Hiya,

ok, I'm getting closer and closer to it. Today I played a lot with animations in Blender (the great new timeline, IPO and Action Curves, Armatures/Bones), and I even got an MD2 exporter working and could load my character into Milkshape. But - again - without Armature/Bones. My texture was lost somehow, too. :P

I wouldn't like the idea of writing my own converter in Python (the Blender geometry file export script was a heavy mess already. ;) ) and I can't be the only one who needs to export a mesh+texture+bones into some other format.

Therefore the question is - did ANYBODY manage to model a character (with textures and bones) in Blender and export it to whatever format without the loss of textures/bones and - in the most perfect case - could import it in Milkshape without a loss?

(Yes, I could do the bones in Milkshape, too, but it would double the work, because I need the bones in Blender for video sequences anyway!)

Thanks, Jerrot.

EDIT: ok, I found out MD2 doesn't save skeletons anyway. *sigh*

7
General Discussion / Blender and Milkshape...
« on: May 04, 2005, 09:17:53 AM »
Hi,

reading Mnemonic's post about the MS3D exporter for 3ds max, I wonder if anybody already created an actor in Blender yet and exported it successfully to Milkshape for the use in WME.

I did so once as a very simple test and I succeeded with the RAW format. Somehow I doubt it supports textures though and I can't test it this week. So - did anybody already export an actor from Blender WITH textures into Milkshape?

8
General Discussion / bad-brain - good-bye Sam&Max !
« on: January 29, 2005, 02:00:12 AM »
We tried everything to bring you the game you all wanted. But it seems all hope has gone. They broke of negotiations. But you truly have to believe that it wasn't our fault and it sure wasn't the money. We just don't know and they don't tell.
(Source: http://www.bad-brain.com)

That's it - more or less. Check their website to learn about their left hope to get the game, when the rights fall back from Lucasart to Steve Purcell.

(The regular #wme channel users know my thoughts now...  ::beer)

9
General Discussion / Merry x-mas to everyone
« on: December 24, 2004, 02:51:04 PM »
Hiya,

I'm in hurry, but just in short: MERRY CHRISTMAS TO EVERYBODY (who want to celebrate it ;) ) !!
Have some nice and relaxed days, a bunch of presents and some nice days with friends and family !

Take care,

Jerrot.

10
Hiya,

since WME 1.3 is released, we were searching for a possibility to export those 3ds geometry files from Blender. Unfortunately all python scripts I discovered were buggy or did not export cams and lights. So nihil, Mnemonic and myself were hanging around in the #wme IRC channel to find a solution. And *ta-daaa* here it is!

Combining all our Python knowledge (0 + 0 + 0 = 0), we extended one of those old Python exporters. Please note that the resulting 3ds files are in a VERY old format and 3dsmax doesn't even load some lights into their correct position. But ok, the goal was to get rid of the commercial 3dsmax anyway - and it works fine with WME.

No more words, there are too many exceptions to explain, just test it yourself.

The python script can be found here:

http://wme.jerrot.de/export-3ds-0.82.zip

Please test, ask, report...  :D

UPDATE (28-12-2006): trosa wrote an excellent tutorial in the WME-Wiki how to export hidden geometry from Blender to WME. For that purpose he modified the exporter to allow exporting single objects instead of just ALL of them in your scene. Find out more about it as well as the modified exporter (0.90) here:

http://wiki.dead-code.org/wakka.php?wakka=BlenderHiddenGeometryExport

11
General Discussion / Welcome...
« on: May 02, 2004, 01:01:41 AM »
...to the EU, dear readers from Bulgaria, Estonia, Latvia, Lithuania, Poland, Romania, Slovakia, Slowenia, Hungary...

...and a special "Hooray!" (for well-known reasons ;) !) to Czechia.

Wow, it's great to see the progress of Europe becoming "reunited".
I'm really glad to belong to the generation, which can enjoy to watch the peaceful break-down of walls we were born into.

Anyway - PayPal still doesn't work for Czechia, sorry.

12
General Discussion / Happy Eastern!
« on: April 11, 2004, 02:52:08 PM »
Hiya,

I want to wish all users and their friends and families happy and joyful easter holidays (well, at least to all who celebrate it :) !).

Have some great days!  8)

13
Software and games / Sam & Max 2 canceled
« on: March 03, 2004, 11:58:52 PM »
Quote
LucasArts has decided to stop production on Sam & Max
"After careful evaluation of current market place realities and underlying economic considerations, we've decided that this was not the appropriate time to launch a graphic adventure on the PC" says Mike Nelson, Acting General Manager and VP of Finance and Operations. There is currently no plan to reduce staff.  
 

Source: http://lucasarts.com/press/releases/85.html

NOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!! BASTARDS!!!!!  >:( >:( >:( :( :'(
It MUST be a hack, an early april joke, whatever, but... *duh* !!! FUCK!

 :P

EDIT: NO, NO, NO!!! *bang-bang-bang*
EDIT2: Use *click* chainsaw *click* ! They're dead for me !

14
General Discussion / A whole thread for McCoy only!! :)
« on: February 12, 2004, 01:50:38 AM »
Hey!

HAPPY, HAPPY, HAPPY BIRTHDAY, dear McCoy !!!!  ;D ;D ;D

I won't start a new thread for every birthday here, but hey, it's you 18th birthday!!!  8)

Have a great day, good drinks and go and buy a ticket to Japan! ;)

("Ohhh... they grow up so fast..."  :) :) ;) :P :-X)

Best wishes from Germany,
Jerrot.

15
Feature requests, suggestions / Another music wish...
« on: February 05, 2004, 11:36:01 PM »
Hey Bender Master Mnemonic! 8)

(Yes, you are right, I want something... again!)

If that "loop start position" thing should be possible, could you pleeease add a option to start a sound/music from a certain position ? I guess that's almost the same...

WHAT FOR??!
I want to use something like that for my own game(s): some long background music track is playing and it has 4-5 "entry points". Now when the player is solving a puzzle, some short cutscene with a different sound shall play. After this cut, I don't want to start the background music from the start again, but from the last "entry point" of the music.

(With a little intro music crossfading blah blah reverb blah... details!)

Thanks for still reading this board. :)

Mr. J.

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