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Messages - Jyujinkai

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301
Technical forum / Re: Triggering a in game cut scene
« on: October 23, 2007, 08:13:19 AM »
carful though.. dosn't putting a new INC mean that every time it is included in a script all the globals reset to what is started in the INC file?

302
Technical forum / Re: A question of perspective
« on: October 21, 2007, 08:30:14 PM »
yea.. like i said if the warping is solely based on the FOV and Lenz size of the camera, it should do it.. but complex warping can not be done.

303
Technical forum / Re: A question of perspective
« on: October 21, 2007, 03:56:49 PM »
as far as i know you can not do things like fish eyes and stuff.... but you can use FOV of your camera to warp the rendering of the 3D image... though i would imagine this would not be enough to mimic complex things like you said...


304
Community bulletin board / Re: New User Intro to Community (Hi!)
« on: October 19, 2007, 02:59:02 AM »
welcome.. great to see a new face

305
Code: WME Script
  1. var SoundFile = "path\sound" + ToString(Random(1, 3)) + ".ogg";
  2. this.PlaySound(SoundFile);
  3.  

not sure i understand this code. If you have say 5 files called walk_snow01.ogg -> 05.ogg

Code: WME Script
  1. var SoundFile = "path\sound" + ToString(Random(1, 5)) + ".ogg";
  2. this.PlaySound(SoundFile);

??

306
how do you "choose them by random" though?

307
Technical forum / 3D Actor dose wierd turns at start of scene.
« on: October 15, 2007, 08:47:34 AM »
Hi my 3dactor seasm to be working fine when you are controling it with the mouse. Though for real-time renered cut sequences i wish to control the actor using script...

This has worked fine in a number of scenes. Though in this one scene somthing wierd is happening and I do not know how to fix it.....

This is the actor code...

Code: WME Script
  1. var introactor = Scene.LoadActor3D("actors\sandra\sandra.act3d");
  2. actor.Active = false;
  3.  
  4. introactor.SkipTo(554, 748);
  5. introactor.Direction = DI_UP;
  6.  
  7. introactor.GoTo(554, 648);
  8. introactor.TurnTo(DI_UP);
  9.  
  10. introactor.GoTo(843, 640);
  11. introactor.TurnTo(DI_RIGHT);
  12.  

Pretty simple stuff. I just want the actor to apear and walk around teh sceen a bit. You can see that the initial actor placement used the .Direction thing so should be instant. Also not that i have made the 2nd x.y thing to walk to very sim as well... as in it dose NOT change direction, nor dose it change at all in the X.. it is simply moving upthe screen in Y by 100 units.

Sill when i add the goto lines she dose a wierd rotate.... to show you want i mean here is a vid of what is happening.... the first one is this code....

Code: WME Script
  1. var introactor = Scene.LoadActor3D("actors\sandra\sandra.act3d");
  2. actor.Active = false;
  3.  
  4. introactor.SkipTo(554, 748);
  5. introactor.Direction = DI_UP;
  6.  
  7. //introactor.GoTo(554, 648);
  8. //introactor.TurnTo(DI_UP);
  9.  
  10. //introactor.GoTo(843, 640);
  11. //introactor.TurnTo(DI_RIGHT);
  12.  

The 2nd one is this code

Code: WME Script
  1. var introactor = Scene.LoadActor3D("actors\sandra\sandra.act3d");
  2. actor.Active = false;
  3.  
  4. introactor.SkipTo(554, 748);
  5. introactor.Direction = DI_UP;
  6.  
  7. introactor.GoTo(554, 648);
  8. introactor.TurnTo(DI_UP);
  9.  
  10. //introactor.GoTo(843, 640);
  11. //introactor.TurnTo(DI_RIGHT);
  12.  

example of error
http://www.youtube.com/watch?v=yUet7lVidps


308
Technical forum / Question about save/load in 3dDemo Project
« on: October 13, 2007, 10:34:26 AM »
Hi I am trying to get my save / load window working but i do not understand this bit of code you have here in the demo.......

Basicaly i have everything working except when it tries to overwrite an existing save game...... The code in the demo is

Code: WME Script
  1. function DoSave(Slot)
  2. {
  3.         var CanSave = true;
  4.         if(Game.IsSaveSlotUsed(Slot)) CanSave = Game.QuestionBox("Do you want to overwrite the old savegame?");
  5.        
  6.         if(CanSave)
  7.         {
  8.                  var Time = new Date();
  9.                  var Minutes = Time.GetMinutes();
  10.                  if(Minutes < 10) Minutes = "0" + Minutes;
  11.                 
  12.                  Game.SaveGame(Slot, Scene.Name + ", " + Time.GetDate() + "." + Time.GetMonth() + "." + Time.GetYear() + ", " + Time.GetHours() + ":" + Minutes);
  13.                  this.xResult = true;
  14.                  this.Close();
  15.         }
  16. }
  17.  

But i can not see how the "Game.QuestionBox" thing works.... i have made my own question box ready to go but i can not figure out how to call it and stuff... can anyone help?

309
Not a bug / Re: actor looks different in project manager and in engine
« on: October 13, 2007, 10:08:45 AM »
The wierd thing is that the cloud texture is showing over the black area.... so the mapping and the mesh "look" like they are working.. have you checked to see if you have a alpha in the image file you are using?


or if that cloud is a different sprite or something... have you looked at your lighting.. mabey the cylinder is larger that the radius of your lighting?

310
Technical forum / Re: Inventory and Interface questions
« on: October 13, 2007, 04:01:34 AM »
please post a screen capture of what you mean i do not understand your needs.

311
Technical forum / Re: Direct X model facing wrong way
« on: October 12, 2007, 11:08:10 AM »
it is totaly the xyz world units of the base mesh.... snapshot it or reset thetransforms before you add the skin and you are done.

312
Technical forum / Re: Problem with inventory Switching betwene to actors.
« on: October 12, 2007, 07:30:11 AM »
@menmonic - That totally fixed it thanks mate

@meta - Yea i read that post but i think it will not really apply in my case. if i was using to PLAYABLE actors then sure that is cool. But the 2nd actor is really nothing more than a container to store the 2nd inventory for spells. it is nvr loaded or used or anything. Besides it is working now and i do nto want to screw with it lol.

313
Technical forum / Problem with inventory Switching betwene to actors.
« on: October 12, 2007, 02:20:55 AM »
Hi there.... I have almost got the code all working to have the two inventories. One for spells and one for items. The problem is that i can pick up items fine and add the to either inventory.. all that is working. This is done using the code "Game.InventoryObject = spellActor;". The thing is after i use that spell the inventory that shows is the spell inventory... and i can not seam to get it to switch back. Using "Game.InventoryObject = actor;" dose somthing not sure wat, as it shows a diffrent inventory to the spellactor but it is blank and dose not have the items form before.

Any ideas?

my actor code is

Code: WME Script
  1. // load our main actor
  2. actor = Game.LoadActor3D("actors\sandra\sandra.act3d");
  3. Game.MainObject = actor;
  4. // Load the spell actor Global set in base.inc
  5. spellActor = Game.LoadActor("actors\spell\spell.actor");

the code i am using to change the inventory is

Code: WME Script

Recap
  • I can pick up items and send them to the actors
  • I can use the code "Game.InventoryVisible = true/false;" to hide and open the inventory. Showing only the items, witch are sent to the "actor" using "Game.TakeItem("bag");"
  • I can click on the spell book icon with the "Game.InventoryObject = spellActor;" code and use "Game.InventoryVisible = true/false;" to see ONLY the spells sent to it using the "spellActor.TakeItem("fireball");"
  • But once i have viewed the spell book i can not switch the iinventory back using "Game.InventoryObject = actor;". If i call that then original inventorty go blank.

<---------- Edit

no Luuck fixing this .. i think it is working as the inventory changes it is like the "Game.InventoryObject = actor;" is loading a 34d new inventory rather than the original inventory?


314
General Discussion / Re: IRC... again!
« on: October 09, 2007, 10:10:00 PM »
I'm idelign in the chan pretty much 24/7 while i am at work and then latter when I am at home.. while i am working on my 2 wme projects.

315
Technical forum / Re: Direct X model facing wrong way
« on: October 08, 2007, 12:21:37 PM »
I had a similar problems with model alignment... I am unfamiliar with that app you are using but i fixed by snapshotting the mesh (making a copy of it with all transforms deleted.. so everything is at 0,0.0) and then reapplying the skin.

every time i tried to rotate the model and export i would get wierd things happening in WME, until i did this and it was fixed.

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