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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Messages - Jyujinkai

Pages: 1 2 3 [4] 5 6 ... 24
46
Technical forum / Re: Question - LeftClick sensitive cursor
« on: July 29, 2009, 01:55:50 PM »
Exploration:

1. I have normal cursor sprite
2. I need change cursor sprite when I press down LeftClick on some object, area (table, ..)
3. when I pull up LeftClick, than set normal cursor sprite, how before
3. through "Game.SetCursor();" isn`t  work   <---- this change cursor permanently

Example:
I have a horse and when I click on it with normal cursor (whip), I need change this cursor over whip with slap animated cursor. When I stop  LeftClick, than back normal cursor.

context sensitive cursors are built into the default way the cursors.

If I understand you correctly you can set any object or region or w/e in wme to load a new cursor when you hover over it.....

So you have a horse... when you hover over it it changes to animated cursor, when you un hover it changes to non-animated.
You hover over the horse whip... the cursor changes to a animated "grab" icon" you un-hover back to normal pointer, left click to pick up the horse whip.

This is all done in the scene editor each element or layer or w/e the fuck they are called has a option for a cursor override. Where on hover a new cursor will be shown.. this of course can be a scripted to load many cursors if you like context sensitive.. like say hover over the horse... and you get a icon to pat it, but if you have a whip in your inventory (the script checks this) it shows the animated whipping icon.... if that makes sense.

So if you do your context sensitive stuff right you should get a way withy doing this as you want... assuming I understand you...

hmmm

Ok I just re-read your post again .....

If you change your icons with left click, (eg: talk, push, walk, molest) you can use the scripting on the layers in scene edit to change them into animated versions as they go over the hotspot...

47
Community bulletin board / Re: Anyone have the videos of WME logo?
« on: July 27, 2009, 07:23:23 PM »
sure go ahead

are there any other wrong links?

48
Technical forum / Re: Sierra-Style Speech Dialog
« on: July 27, 2009, 08:55:51 AM »
you can load images at the same time you load conversation windows and stuff. So you can have a portrait while your toons are speaking..

49
Technical forum / Re: Sierra-Style Speech Dialog
« on: July 26, 2009, 08:44:44 AM »
Not entirely sure what you are asking here... but you can load images at the same time you load conversation windows and stuff. So you can have a portrait while your toons are speaking...

try looking at this thread maybe it is what you mean like I said I am not sure I understand you
http://forum.dead-code.org/index.php?topic=3033.0

50
Very nice!!

Pro tips here guys.. pay attention :)


Stunning.. can not wait to see in game

51
Now that YouTube hosts HD content I have been meaning to move these tutorials there... taken me a while but I have done it... have fun and I hope they help.

There was lots of copying and pasting of YouTube codes in this post.. so if anything doesn't work or points to the wrong place just let me know and I'll fix it.

WME Tutorials - 01 - Character Plates
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

WME Tutorials - 02 - Modelling your Character
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 3
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 4
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

WME Tutorials - 03 - Building Symmetrical UVs
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 3
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

WME Tutorials - 04 - Texturing
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 3
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

WME Tutorials - 05 - Rigging 1 - Introduction
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 3
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 4
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

WME Tutorials - 05 - Rigging 2 - Biped
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 3
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 4
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 5
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 6
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

WME Tutorials - 06 - Rigging 3 - Skinning
Part 1
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 2
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 3
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 4
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 5
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download
Part 6
YouTube Stream
Mp4 - Mediam Rez Direct Download
Mp4 - HD 720p Rez Direct Download

52
Technical forum / Re: vertex animation
« on: July 22, 2009, 01:25:03 PM »
So, just to make sure, does this mean that every single animation has to be done with a bone setup? No bend or melt deformer or any other type of animations can be exported ?
Yes that is what it means. You can not use vertex animations... including morphs.

About adding vertex animations, I'd really love to do it, but I must say I've never done anything like this before. I'm a 3d artist and I have no knowledge of C++ or any of that. Is it too hard? And where do I start?
C++ For Dummies

53
Technical forum / Re: Geometry foe Real Picture ?
« on: July 22, 2009, 01:14:22 PM »
you need to use max or blender or whatever and build the objects you see in the image and camera match them. If you are using a standard camera to take your photos then you are most likely using a 35mm lenz.. so make a camera that is that lenz... then you need to put the camera at the correct height.. again if you are taking the shots measure your height and place the camera at the height of where you held it while taking the photos..

Now you have the camera in the correct position... so look at your photo and work out the "vanishing point' of the photo. Then in your 3D app look though your camera and set the horizon line to the vanishing point in your photo.

Now you can build objects and place them in the photo at the correct perspective. Remember that this is quite hard for beginners but it is really not that difficult.. use real world numeric figures... do when you take your photo try to do some measurements first say of that cube grate thing... how many cmxcm is it... once you have the object you can place it in the camera view correctly.

You can also use objects in the scene to measure.. like for example a brick is 230x78x110 so by counting the bricks in a building you can see how far into the distance it is and how high and stuff like that.


Again this can be hard for beginners but in truth it is not really difficult just a lot of pre-planning when you take your  shots.

The question you need to ask is do you need to do all this... once you get the perspective you can just add a huge ground plate for your toon to walk about in and use the wme 2d region stuff to make the impassible objects and crap

Hope this helps and good luck

54
Do you have multibul textures on the same mesh? As in 1 mesh with to materials on it in max?

55
Technical forum / Re: vertex animation
« on: July 22, 2009, 06:56:32 AM »
WME dose not support vertex animations... though the source code is now public so feel free to add it and share with the rest of the community (you have to share back as part of the agreement you do when using the code)

The animation swapping between cycles should be smooth. It depends on how much effort you put into your scripting and animation setup. Basically as the various animations share the same bone rig, WME simply translates the bones to move to the start pose of the next animation. So it is as smooth as you script it to be .. so you can have it as a 2 frame jump transition or a 5000 frame slow transition... it is up to you. You can also use a intermediate translation position. So basically you script it to move the actor into a nutural pose and then form there into the other poses you choose. This can also stop "stiff" looks as you can animate the start of each cycle form a known position.

56
Community bulletin board / Re: Anyone have the videos of WME logo?
« on: July 20, 2009, 12:22:10 PM »
Ok.... PLease try these links... see if that helps...

I have no idea how long teh files wil stay live again... oh well... just let me know if they go away... I am still looking for a good host

White Version
(white)_Long_640x480.ogg
(white)_Long_800x600.ogg
(white)_Long_1024x768.ogg

(white)_Short_640x480.ogg
(white)_Short_800x600.ogg
(white)_Short_1024x768.ogg

Black Version
(black)_Long_640x480.ogg
(black)_Long_800x600.ogg
(black)_Long_1024x768.ogg
(black)_Long_1280x800.ogv

(black)_Short_640x480.ogg
(black)_Short_800x600.ogg
(black)_Short_1024x768.ogg

Let me know if any of those link to the wrong files.

57
Community bulletin board / Re: Anyone have the videos of WME logo?
« on: June 18, 2009, 06:03:50 PM »
Hmmm.. filefront is so retarded....

Look I will dig up teh files and post them again.... give me a day or so to retrieve them form backup and stuff.

58
Scripts, plugins, utilities, goodies / Re: WME visual particle editor
« on: March 17, 2009, 10:10:29 AM »
i haven't gotten up to particle frosting on my cake yet.

59
Technical forum / Re: 3 question in wme
« on: March 16, 2009, 11:42:15 AM »
1-i cant import 3d model in game(when i remove actor and import new 3d model , in run game i see error,and actor don't appear)
2-i want use sound in object(when player click in object(for example:desk)i want play sound(for example:oh,it is dirty desk)
3-i want take item and darg item in object(i want use condition,in other word when player use item in other item a ...)

1) you most likely have not built a 3D object file to be the floor of the set.
2) This is all default.. in the scene thing there should be a area for assigning sounds to an object.. or you can assign scripts to the object to have more control and use the scripts to play the sounds.
3) Not sure what you mean

a good idea when getting errors is to post your error log.

60
Technical forum / Re: Limits
« on: March 13, 2009, 04:02:14 AM »
Actually package size is limited to 2GB. But you can have multiple packages, so it's not a hard limit.
yea.. sorry didn't think to say that you are in fact limited to normal restric tions on windows file system conventions :P

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