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Messages - Jyujinkai

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Technical forum / Link inventory to a button rather than mouse over?
« on: October 07, 2007, 10:24:34 AM »
How would i like the inventory to slide down like it dose now but do so when you clikc on a icon rather than when you mouse over a spot on the screen?

Technical forum / Re: Different icon for selected inventory items
« on: October 06, 2007, 03:37:09 AM »
I get the answers to these questions and realize they are pretty stupid in retrospect
I have that same problem

Scripts, plugins, utilities, goodies / Re: WME Animated LOGO Tumbles
« on: October 03, 2007, 04:46:53 PM »
hmm ... can you do versions having the logo itself on a black background instead of the white one?

Sure. (edited main post)

PS - The projects files are deleted off my dirve and on the backups now... no more revisions or suggestions please.

Scripts, plugins, utilities, goodies / WME Animated LOGO Tumbles
« on: October 03, 2007, 04:23:43 AM »
Here are a few WME logo tumbles to place at the start of your projects to give them a little spice.

You can view the Logo Tumbles on YOUTUBE

You can download the OGG files for use in your project

You can Download working Project Examples

Black End Frame

You can view the Logo Tumbles on YOUTUBE

You can download the OGG files for use in your project

Xtra Stuff

Also one mroe .. as some people have messaged me the colour of the start of the short versions is NOT black but the grayish colour of the logo... so use these if you need..

Frame one of ALL versions - Short

I hope you guys like these, feel free to use them.

Have Fun.

Game design / Re: Basic color blocking - Take #3 - Shading
« on: October 02, 2007, 12:37:07 AM »
An easy way to sketch out your shading for cartoon looking areas is to try uses a painted layer mask. ..  Remember that most cartooning has NO shading... just a simple 2-3 colour grade.. like what you have done on the bookcases.

I am not sure how to do this in other programs but this is how you do it in photoshop.
1) Simply copy your image into a new layer and place it ontop of your old layer.
2) Select "Layers/Add layer Mask/Hide Layer" (This should add a all black layer mask to the layer, making it invisible)
3) Start to paint on the layer mask in the white brush. Where ever you place the white , the image from your darkend layer will show. This createing the shaded effect.

By using a very soft brush you will not get any hard edges, and you can delete by just switching to black brush again.

This way you can very quickly sketch out your darkened colour spots visually to get an idea of where you want to go.

Remember for a cartoon look you prob want harder lines in the end.

Game announcements / Re: Schach-Welten / Chess-worlds
« on: October 02, 2007, 12:31:47 AM »
I can not open the file either :(

I can't even get packs to work properly at all.

Can somone please have a look at this test project? (1.5 meg) -
Packadge Test Scene

It simply hasa scene + a video file in a seprated pack + a sound file in a seperated pack + a 2nd scene in a seperated pack

Everything works 100% in the test (F5) and everything seams to work on compile...

But when you try to run the game.exe you get log errors and the game will not function properly (it can not find the data in the other packs)

Quote from: WME.Log
11:25: Runtime error. Script 'scenes\Room\scr\FMV.script', line 11
11:25:   Entity.PlayTheora - error playing video 'FMVPack\ep1_intro.ogg'
11:25: Error opening file 'LocationPak\NextLocation\NextLocation.scene'
11:25: CAdScene::LoadFile failed for file 'LocationPak\NextLocation\NextLocation.scene'
11:25: Error opening sound file 'SoundPak\donbot.ogg'
11:25: Error loading sound 'SoundPak\donbot.ogg'
       returned: E_FAIL

And all that is without even trying to nest the packs once they are made.... after i get the packs to work.. i would like to nest them like stated in first poast...

Any Ideas?

Yea I went to the registry and did

1) add key - resource
2) right click in the new key and ADD-stringvalue
3) double click on the new string and enter "FMV/ep1-Intro;"
4) Opened the Project Manager and hit F7... the dir FMV/ep1-Intro didn't turn into a pack.

.... I am not sure what you guys mean...

Ifi do teh above and open the wpr file for project in a text file it only has

I tried making all the packs in Project Manager as stated in the in manual so when hitting F7 i get the 2 exe files and a bunch of pak files. I have added the dirs (as shown above) into the registry with regedit. When i manualy add the dirs in the packadge output dir to match and place my packs in them game fails :(

I'm sorry i do not understand.

Where do i enter these directory paths? When  i am making the game i need to add them in the registry?

Or do you mean that they will all turn into dcp files in one dir and i have to manualy move them into the dir tree i would like and use a game installer to write the registery on the end user system so they can see the files?

I need to edit that in regedit?

If there is "Locations;Speech;FMV;Patches;" that will make a pack for each of those dirs..

So if i wanted to have a dir called locations with locations .dcp in it it would be..



As default you have the data package and all the game exe and stuff in the root of your install dir.

Is it possible to have a directory tree in the install folder that contains the packages.

GameName (install dir)
 - gamefile.exe
 - Settingsfile.exe
 - data.dcp (main pak)
       - Location1.dcp
       - Location2.dcp
       - Location3.dcp
       - GameReleaseEp1.dcp
       - GameReleaseEp2.dcp
       - GameReleaseEp3.dcp
       - GameReleaseEp1.dcp
       - GameReleaseEp2.dcp
       - GameReleaseEp3.dcp
       - fix1.dcp
       - fix2.dcp

I ask as we are planning to serialize our game and make it modular....

Example - Initial Release (ep1)
 - You can download the full game, or you can download the game with out any of the speech files or FMV sequences, or chose one of either.

Example - Release of Ep2
 - All you need for this game is to download the new location pack, plus the optional packs.

(ect ect)

At the moment each pack sits in the root of the game folder and if you are releasing additional packs + possibly patches.. then this dir will get all crowded and ugly pretty quickly.

Or is there a better way to do this kind of modular release idea?

Community bulletin board / Re: WME Tech Demo...
« on: September 28, 2007, 09:00:41 AM »
great idea. if you need a hand pm me.

How about also doing nested inventory items.. (eg: - a bag inside your inventory that is an inventory all itself)

General Discussion / Re: Few noob questions
« on: September 28, 2007, 03:09:50 AM »
Point (3)

I have been playing with this myself and it is easy enough to film a 3D Realtime cut sequence inside wme using multi-camera angles.

What you need to do is use absolute values rather than have the model standing on the spot, as in a cut sequence you are not going to be controlled by the user.

Setup your scenes.
 - Render it form your requried angles to get the background plates
 - Export you animation in panda
 - Set your animation cycles to the desired length of you camera cuts. EG:- fight sequence anim01 = frame 1 - 50 (punch), anim02 = 51 - 200(fall over)
 - set up your scenes in wme and your done!!!

How this works
 - If you do not have the animation running on the spot it, the animation is relative world space IN the 3Ds file. So form where ever you palce the actor is will move from there as it was animated in the 3D app.
 - Also if you call the actor and then the animation at say frame 51, then the model will jump to what ever spot it was sitting in your 3D app at frame 51. This means simply place the model in wme where you would like the animation to start fomr and bang there you go.

Here is a super quick example of what I am talking about. This scene uses a WME scene change to change a camera viewpoint on a single continuous animation. Designed as a non-interactive cut sequence. This is real quick and dirty but i think you will get the idea.


- Remember that the camera cut can hide a tiny mistake in exact placement so just make sure it looks good and you players will not notice.
- For cutsequences you can export more than one thing at a time.. for a fight export both the fighters in a single animation.
- You might find it a it easier to split the animation cuts into a separate actor for each scene. (A little big on space but if you do it right you can all reference the same textures so the bloat is not that bad) That way when you are position the actor in wme the first frame of the animation is equal to the positioning in the editor.

General Discussion / Re: Anyone know a good free sound effect library?
« on: September 28, 2007, 12:48:16 AM »
hmmm... sounds like they way to go eventually i guess. Still i am sure there is some sound libs i could use for my learning project. The entire idea of it was to concentrate on the engine and not have to deal with creating content from scratch.

I'll look into it and get back to you.

Technical forum / How do you controle Menus with scripts for button states?
« on: September 28, 2007, 12:46:35 AM »
How would i go about using a script to control a menu.

Basically i want the button to say "Start Game" or whatever and then after you have done that for the same button on the menu to say "restart game"

I assume it can be done with a global varabile that is set to say true or false or somthing but as you know my programming is lame....

Any ideas?

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