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Messages - mRax

Pages: 1 2 3 [4]
46
Technical forum / Re: Moonwalking Trinity
« on: November 03, 2006, 02:08:20 PM »
Actors walk through each other :( Is there way to solve it? I thought to create dynamic region entity (blocked) per each actor, but couldn't find any example for it in documentation.

47
Technical forum / Re: Unicode support
« on: November 01, 2006, 08:41:45 AM »
Yeah, interesting :) So it's really worked! :) Thanks.

48
Technical forum / Re: Moonwalking Trinity
« on: October 31, 2006, 02:09:56 PM »
Not good. I decided simply use SetTexture() method after LoadActor3D() one ;) Now I have two questions about PlayAnim* function:
1. Can I control animation speed used special variable like actor.Velocity?
2. Can I playback animation not begin to end, but end to begin?

49
Technical forum / Re: Unicode support
« on: October 31, 2006, 08:56:42 AM »
So you mean, when the string table is in UTF-8 format, some 3DS files work and some don't? I don't really see any connection between string tables and scene geometries. Could you show me one of those "invalid" 3ds files?

I had wrong idea :( "Invalid" .3ds is valid with other scenes! The problem is in scene complete at all.

(temporary file erased)

P.S. Can I attach files to my posts?

50
Technical forum / Re: Unicode support
« on: October 30, 2006, 04:48:25 PM »
When I converted default strings.tab to UTF-8 and ran game, I found actors3d dissapeared in some scenes. "Dissapeared" means actor3d is invisible, but he walked at the floor and did some actions. Active is TRUE. What the matter? :) Huh, when I restored ANSI strings.tab, actor3d became visible. Maybe trouble is in 3dstudio-type programs? Actually, .3ds file... When I moved .3ds file valid scene to each invalid scene, actor became visible in these scenes too. Is problem in Maya?

51
Technical forum / Re: Unicode support
« on: October 27, 2006, 03:54:43 PM »
Can I use one string table only? It's definitely string.tab. Or WME can attach other files?

52
Technical forum / Texture surprise
« on: October 27, 2006, 03:45:14 PM »
Hello! I have new question approximately for this project :) For example, rename trinityskin3.bmp to upper folder data/actors. And then edit trinity.x file.
Instead of the line
TextureFilename {"trinityskin3.bmp";}
there will be line
TextureFilename {"../trinityskin3.bmp";}
Then run (F5) the game. It's all right. Compile (F7) project and run package game.exe. It isn't all right :( Where is Trinity's head?

Well, I use one texture complete files (one folder) with some .x files (several folders). Because of I don't have idea to copy all textures to each .x file, each .x file has "awful" substring "../". What decision is it to avoid the situation with lost head?

53
Technical forum / Re: Moonwalking Trinity
« on: October 26, 2006, 04:54:45 PM »
Thanks! :)

54
Technical forum / Re: Moonwalking Trinity
« on: October 26, 2006, 03:09:05 PM »
Another question.

Quote from: scenes\Front\scr\scene_init.script
  var Teapot = Scene.LoadActor3D("actors\teapot\teapot.act3d");
  Teapot.SkipTo(163, 442);
  Teapot.Direction = DI_DOWNLEFT;

I use this example, but I don't understand, must I dispose allocated memory before actor going out of Front scene? For this type:

Quote
Game.UnloadObject(Teapot);

I don't write this line, so one pretty moment will free memory go away, eh? :)

55
Technical forum / Unicode support
« on: October 26, 2006, 02:58:18 PM »
What's about unicode? Can I read lines from wide-character format file (.txt) and display it with true type font for actor.Talk()?

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