Wintermute Engine Forum
General Category => General Discussion => Topic started by: Mnemonic on February 07, 2006, 10:24:03 PM
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Hello wintermuties,
I'm working on a new WME version, 1.6. This release should improve the 3D characters support and address some problems and suggestions the developers had.
The first step was to add support for the Microsoft X format instead MS3D format used in previous WME versions. And since some of you were eager to test the X format support, I decided to release a beta version of WME 1.6. I'm planning many more changes for 1.6, so I'll be probably releasing more beta versions as more features are added. But for now, here you are... Enjoy and please report any bugs/problems you might encounter.
Warning: This beta version is intended for testing purposes only, not for production. Don't install this update if you're not comfortable with using beta versions.
Use at your own risk and expect bugs! Backup your project first!!!
http://dead-code.org/download/wme_update_16beta4.exe
(5.8MB, updated documentation included)
Changes in WME 1.6 beta 4 (May 8, 2006)
- Particle system additions. New attributes for setting particle rotation, angular velocity, growth rate, random alpha and the ability to mask particles by a scene region. Breaking change warning: to keep the API consistent, the behavior of Alpha1 and Alpha2 attributes has changed. You must now set the AlphaTimeBased attribute to true to get the same functionality as
in beta 3.
- New Game.SuspendedRendering attribute to temporarily disable screen
refreshes. Useful when you need to run multiple script updates in one frame.
- Accessibility support. WME now provides options for improving
accessibility for visually-impaired players. These include sending written
text to text-to-speech synthesizer and manually highlighting active areas on
screen using keyboard shortcuts. There are also some new scripting methods and
attributes to support accessibility. See the Accessibility chapter in
the documentation for a detailed discussion.
- The startup settings window has been redesigned to accommodate new
options. Note: The standard string table now contains new localizable
strings. Please update the string table of your game.
- Multi-monitor support improvements. WME window now opens on the
correct monitor in both windowed and full-screen mode. The mouse pointer is
locked on the correct monitor in full-screen mode. WME tools now use the right
video device depending on which monitor they are displayed.
- WME is now more bullet-proof to common developer mistakes. Some of
the engine/tools crashes caused by developer mistakes have been handled
(syntax errors in definition files etc.). Missing images and sprites are now
replaced by a generic "invalid image" picture making them immediately obvious
to the developer. WME now issues a log-file warning if the game references
some file using an absolute path, which will cause problems after compiling
the game and running it on a different computer.
- ProjectMan no longer tries to check for WME updates if there's no active
internet connection.
- The debugging settings file formerly named dcgf.ini has been renamed to
wme.ini.
- BUGFIX: Blending mode is now correctly restored after Alt-Tabbing.
- BUGFIX: Division by decimal numbers lesser than 1.0 no longer causes
"Division by zero" error.
Changes in WME 1.6 beta 3 (Apr 17, 2006)
- new particle generator system; see the "Particle effects" chapter in the documentation for more details
- new "wme_particles" demo project with several predefined particle effects
- new BlendMode attribute for actors, entities and particle emitters,
which allows you to set the drawing more (normal, additive blending, subtractive blending)
- all inventory items are now accessible using the new Game.TotalNumItems attribute and Game.QueryItem() method
- new Game.SmartItemCursor property to only highlight the mouse pointer with selected item if the object can handle the item
- BUGFIX: Inventory items animations didn't work correctly after saving game and loading it after restarting Windows
- BUGFIX: PlayTheora() method ignored the Scale after restarting video playback
- BUGFIX: 3D actors with multiple X models weren't properly restored when loading a saved game
- BUGFIX: 3D actors' direction/angle became broken after using the keyboard rotation
- BUGFIX: Item.GetHoverSprite() and Item.GetSprite() methods were broken
- BUGFIX: The PlayAnimAsync() method for 3D actors didn't always work properly
- BUGFIX: WME should now remember previously selected device on dual-screen systems
Changes in WME 1.6 beta 2 (Feb 12, 2006)
- new SetTexture() method for 3D actors; you can assign either a static image or an animated WME sprite as a texture
- new standard animations for 3D actors, "TurnLeft" and "TurnRight", used when the actor is turning counter clockwise or clockwise
- new DrawBackfaces attribute for 3D actors which specifies whether the 3D model should display polygons facing away from the camera
- 3D scenes can now be setup to use 2D-based pathfinding, i.e. you can use the same way of designing blocked areas and waypoints as you would use for 2D actors; see the "Additional 3D options" chapter in the documentation for details
- if you are using multiple inventories, each inventory remembers its scroll offset, so when switching from one inventory to another the original scroll offset is restored
- new Game.InventoryScrollOffset attribute for setting and querying current scroll offset of the inventory box
- new Game.SetSceneViewport() and Scene.SetViewport() methods for changing the scene viewport at runtime
- new Game.SoundBufferSize attribute for setting the size of sound buffer used for streamed sounds/music
- the GUI buttons no longer display mouse-hover effects when game isn't in interactive state
Changes in WME 1.6 beta 1 (Feb 07, 2006)
- new format of 3D actor definition files (see the docs)
- support for Microsoft X for 3D actors
- smooth animation transitions for X files
- new demo project "wme_demo_3d_2", built on the old 3D demo, but with the new actor format
- new RightDoubleClick event
- PlayTheora() method for entities now takes Entity.Scale into account, video is scaled appropriately
- BUGFIX: Custom camera FOV is correctly restored when loading a saved game
- BUGFIX: Changes to save/load to prevent memory leak causing long save/load times under certain conditions
Q&A:
Q: Why the X format?
A: X format has several major advantages over the previously used MS3D format:
-X format supports weighted vertices. Your 3D artist will love that.
-X format natively supports multiple animations stored in a single file.
-X format is widely supported by various 3D packages.
Q: What do I need to know when switching from MS3D to X?
A: The 3D actors definition file format and scripting support have changed for X actors.
-3D actor definition file starts with ACTOR3DX, not ACTOR3D, to distinguish between X actors and MS3D actors.
-Animations no longer need to be defined by their frame ranges, because the X format supports named animation sets directly. You only specify additional properties of the animation in the act3d files (see the docs for details).
-The AddMesh(), RemoveMesh(), HideMesh() and ShowMesh() methods are deprecated. The attachments are now treated as autonomous scriptable objects. You add an attachment using the AddAttachment() method and remove it using RemoveAttachment(). The GetAttachment() method returns a reference to an attachment object, which provides it's own set of methods and properties (e.g. using the Active property you can show or hide the attachment).
-Unlike MS3D actors, the PlayAnimChannel() now blocks script execution even if the animation plays in other channel than channel zero. Use PlayAnimChannelAsync() if you want to play the animation without blocking script.
Q: How do I export/convert my model to X format?
A: I have started a Wiki page on X file support (http://wiki.dead-code.org/wakka.php?wakka=XFiles) in various 3D programs. Feel free to expand the article if you have any additional info or experience with other programs.
Q: The old 3D actors format using MS3D models is marked as "deprecated" in the docs. What does it mean?
A: It means this old format is not going to be expanded. All the new features will be added for the new format only (the one using X files).The old format will stay in place for backward compatibility, but the plan is to completely remove it in WME 2.0. Hopefully the advantages of the new format will be worth the trouble with converting your models.
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You're amazing as usually. I am off to try it.
Huge thanks from Destnies team. ::beer ::beer ::beer ::rock ::rock ::rock
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hmm, WME crashes and in log file there is
Error: no suitable loader found for file 'actors\test\testik.x'
I checked trinity and mine definition and both looks very similar. Any help? :)
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Make sure the actor definition file starts with ACTOR3DX. The act3d file format is different for X models.
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yup. that was it. :) Model shows and animation too. And it's great that now animation names are taken from the .X file directly. Thanks :D
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Make sure the actor definition file starts with ACTOR3DX. The act3d file format is different for X models.
Oh and it's without the "X" in the docs, sorry.. :)
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WME 1.6 beta 2 has been released. See the original post for details.
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Cool Update!! ::rock
I have several problems to migrate characters and for now i have obtained to see my character without any animation.. ::hijack
I can see a little problem with speed in X files for now, the same character in general slow down my frame rate in 20 ftp.. But for a beta release it's a good beginning!! :D
Good work Mnemonic! ;)
P.D: It's possible also that my problem with ftp come with exporter, i don't know.. :-\
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that's quite godly update! Thanks for many things which will ease my life!
::beer ::beer ::beer ::beer
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I have several problems to migrate characters and for now i have obtained to see my character without any animation..
How are you converting the model? In what program?
I can see a little problem with speed in X files for now, the same character in general slow down my frame rate in 20 ftp..
If it doesn't get better, I'd like to take a look at that model, if possible.
Anyone else noticed any performance problems?
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nope going with full frame rate with 4500 polys model with 2 textures 1024x1024. My problem is when antialiasing is set, framerate drops
if I use 5 layers of fog, big overlays and this model. But of course - if you find some way how to push more polys on screen, we'll be more than happy. :)
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Hi Mnemonic i try to explain my experimentation since my first post (I think can help), First with milkshape export (I don't have fragmotion)
- i try to export to 3dmax 6 with panda plugin but don't work i can't export anything in x, i don't know why..
- i try to export with characterFx, but don't display nothing (adding textures and exporting wme have and error and it's close)
- i try with LithUnwrap (but all combination with text, binary and compress wme have and error and it's close)
- MilkShape -> Directx (JT) can export well static model but with animation... Woww! my character it's deformer (frames down but no more, it oscillates between 2 and 7 fps, it's down frecuently when character is walking) (the same file in ms3d don't down fps only i can see 1 or 2 fps but it's stranger)
- MilkShape -> Directx 8 file can export but static model too (it's possible it import animation, but I don't know what name have animation in this export), Frame rate same as Directx JT
- And last, and with responsibility of 20 fps in his back, it's maya and microsoft directx sdk plugin for maya, i remark Microsoft (who was going to be? ;D), in directx viewer it's show very well, but in wme fps go down..
+ Some Info extra, My character have 4780 triangles, and in my tests the most polycounts in scene are 30000.. I will continue with tests.. That's all, and thanks!! ;)
P.D: Sorry with or without AntiAlias, drop same 15, 20 frames
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Actually 30000 polygons is really a lot. If your main actor has 4780 what are those other 25220 polys? Try reducing them since
it will be IMO the reason of your framedrop. Not your actor.
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Sorry i don't explain well, i do some tests with various characters in scene and all sum 30000 (it's max i test), but with ms3d model don't have any problem with fps..
Only my first character in a scene, in X format from maya export can framedrop it.. I'm doing some test, i'll hope that the problem is a bad configuration of plugin.. :-\
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Actually I am using panda for exporting. Why it doesn't work for you? I already had to tweak the setup a bit so it's a bit different then the setup presented on this forum.
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Hi metamorphium! I read pdf install instruction in panda zip..
1 - I copy pandaxtools.ms into 3dsmax/scripts/startup
2 - I Customize UI from the main menu and put it either into the
main menu or as a button into any MAX tool bar. You’ll find it in Category under
PandaTools.
3 - I put it in bar file..
after this load my export file, i try fbx (don't doing anything), and 3ds load but fallen down..
Later i going to menu file, export directx (i put this name).. A dialog box open, panda directx exporter, Export all object, selected object... I try first option, export, a dialog appear to select folder, y select one, and a dialog appear, "Export don't know how save file" or something like that.. second option selected object same as first.. and selected animation, dialog save file appear, i put name, y push export, and... nothing else..
If i do something wrong i don't know, but i doing it with manual indicates.. :-\
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ok. that's for the script I don't use :)
The correct way how to do this is:
Download PandaDx Export which has dle file in. This one copy into Plugins folder. Than start your max, open model and choose export. From Filetypes choose .X. Then you should see a few dialogues. For me works if I set optimized to none and on the third tab check the subtree (or subframe) not sure. I also don't make any changes to framerates etc. Just play with it until the model exports properly. And I am using text format for my texture.
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FINALY!!! ;D thank u very much ..
TESTING IN PROGRESS...
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Well, well, well now work and i can export and work in wme.. But a little question, in milkshape what format can i select to export animations?? obj can export animation
Thanks! 8)
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Hello varnama,..
.obj don't export animation ,..
and I think *.ms3d is the ex that support animation in Milkshape 3d .. :)
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Sorry I can't see in my previous post that ".obj can export animation", i wanted say that "obj can't export animation" sorry for error ;)
I want to know what format i can export from milkshape, to import them in 3dmax and my animation work there, and later export them to x format from 3dmax..
That's all thanks! 8)
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So you only have the model in MS3D format? You created it in Milkshape? I'm afraid it won't be easy to get it to 3DS Max then, Max is usually only used for exporting models, there aren't many import plugins..
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It's stranger, but yes i created it in milkshape and only have ms3d model.. it's a good problem because i think i'll lost all my animation, and i'll need to restart.. :'(
But already I have assumed it.. Only I hope that X format don't change for long, long, long time ;D
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Well, if it just about converting the model, you could as well use the trial version of fragMotion, if you don't want to purchase it :)
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Hi all!
We are testing a plugin exporter for Lightwave, what app are you using to do a quick test of the exported models/animations? I mean to be sure that if it works in that app should work on WME.
Now im trying with Microsoft MeshView, is a small and simple app that comes with directx.
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I'm also using MeshView, although some older version which came with the first version of DX9 SDK.
Or fragMOTION.
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I'm working with the .x file and the textures are in independient files (like in the wme demo).
It's possible/recommendable to have all in only one file (the .x file) ?
Thanks.
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No, I don't think it's possible to embed textures in X model. And I wouldn't recommend it anyway, it's better to have textures easily accessible, IMHO.
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Sorry i think i found a posible bug in beta, it's a good problem, all script with a conversation and question don't work, it run, but when question are in screen i can't pulse anything, game is running well because i pulse esc, and menu work well, I can see if mouse pointer is over answer and press esc, 5 milliseconds answer change color (i have diferent color to answer when work).. i try my game, and demos wme, but nothing..
That's all thanks 8)
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Oops, here's a hotfix: http://dead-code.org/download/wme_latest.zip
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Sadly i dont have much time these days, but this update seems to be really great :o ::thumbup Will try it asap!
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I can't fin the way to hide a mesh ... Can i hide mesh who is not attached ?
i mean a mesh inside the main .x file i use for the actor.
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Because of the way models work now, you can only manipulate the attachments. Is that a big problem? I think it would be possible to implement hiding base meshes (providing your X exporter can export mesh names; some don't) but I find the attachments way more consistent and more flexible.
EDIT: btw you deleted your earlier post about biped, did you make it work or..?
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I made a new character from the scratch. And exported frequently during process. I end with a working model.
Yes biped work now. But i can't be sure why. It's not about exporter it's about the way my max model was done.
When i will find the real answer i will post something and rebuild my old character.
That seems to be a scaling problem, like real scaling and relative scaling of part in 3dsmax.
Ok about hiding mesh. my character have an animated bow .. The bow have bone and folow presisely the character move... With ms3d the bow is a part of character i only hide the mesh. Now i'm not shure how to do that with .x model. But probably just expoting the the bow on other .x files. If all attached part could have their bone and follow the same animation frame than caracter..
(http://leucome.no-ip.info/images/Games%20progress/bow_01.jpg)
Ok, i will try something today ...
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I found a turn around. I will make 2 character, one with a bow and one without bow. And i will change it when will be needed in game.
I used the hidemesh allot i will need to find turn around for all these thing. But .x will give a really better result.
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Do someone know how to change actor model without modify all the others atribute off actor variable?
My test do not give me great result ... I will try an other turn around to replace my bow hidemesh.
I will try to split the bow in multiples parts each attached to one bone.
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If it helps, the attachment objects also provide the PlayAnim/PlayAnimChannel methods now.
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that helps me so much. I needed some work to get animation synchronised. Thanks for the help.
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Hi Mnemonic,
I was wondering if you changed ACT3DX definition regarding the EVENTS or if I found a bug there.
this:
ANIMATION
{
NAME="walk"
LOOPING=TRUE
EVENT
{
FRAME = 16
NAME = "footstep"
}
EVENT
{
FRAME = 30
NAME = "footstep"
}
}
worked before but now it makes a desktop crash. No log warnings. If I throw those Events out it works.
Script exists and is valid and with the Ms3D file definition it works (with added start frame and end frame).
Thanks!
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This syntax is correct. Does wme_demo_3D_2 work? It uses events as well. Check for obvious mistakes like missing braces and such. Make sure the animation blocks appear after the model assignment(s). If everything else fails, I'd like to test the actor myself.
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WME_demo_3d2 works and the syntax there is exactly the same as the one I'm using. This makes me really baffled. I'll try to catch you on IRC.
EDIT: and just to be more exact, the txt file throws this:
wme.exe caused a EXCEPTION_INT_DIVIDE_BY_ZERO in module wme.exe at 001B:00478219
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For the record, beta 2 is crashing when attempting to add animation events to animations without keyframes (at least that's what we found so far). It will be fixed in the next beta.
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heh, one leave these forums just a few months and *.x format gets supported ! (for those remembering me (author talked with me about this even by email ;) ) I did insist a lot about x format )
Today you can use the great Blender 2.41 with latest's Ben's x exporter. Been testing his plugin and with some tricks it works better than ever...Now it's released. The constraints can work baking.
http://xoomer.virgilio.it/glabro1/python241.html
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Q: How do I export/convert my model to X format?
A: I have started a Wiki page on X file support in various 3D programs. Feel free to expand the article if you have any additional info or experience with other programs.
Lol, I'm the freaking geek about it.
But usually am not accurate enough to write in a wiki.
You'd find me under a load of nicks in lots of forums, lots of places, just trying to spread the format in every engine out there...(and other freakiness 3d/2d...)
I have used deeply x export with :
-Blender(many stuff needs to be known for a "cool way")
-Max (panda, there are a bunch of tricks)
-Character Fx (for job is Max, for home, I switched long ago to xsi and blender. In other low price animators like this you cannot glue feet to floor while animating... You can in Blender and XSI Foundation . )
-Softimage XSI Founation 4.0
-Ultimate Unwrap (used x format for converting xsi and blender x exported files into Blitz3d format and other formats) Actually is an uvmapping tool with animation conversion.
Also to mention. best viewers imho, the comercial and expensive Deep Exploration (for me, it is the best ever). And the free and handy MS Meshview from Directx 8.1 SDK.
As far as I know , you can export it by third party plugins, free or not (generally free, sometimes are even native) also with:
Truespace(gamepak comercial addon), gameSpace, Gamespace Light(too limited) , Hash Animation Master(comercial but cheap..AMtex, if rememeber well...), Lightwave, Maya, Messiah(the version that does not render, that is, which is focused for realtime games) and some others.
I have found and solved loads of x based issues to lots of peoples once learned myself...Till stopped being a clever thing to do ;)
[quick tip as I read Panda stuff around here...can'tremember well now, but I think Panda did not support Biped...Trick is export as FBX , then reimport, as it will be then bones and skin, which Panda can export. I remember I discovered the trick and spread through all inet]
To mention that sadly the x export of Cinema4d, being such a great package, wont export character animations (bones, weights,etc...)
The cool thing of this all is I asked nemonic about doing x support, and answered he may consider, but first had to make tools for the engine... It was perhaps 7 months ago or 4? can't remember...You were quite agreing it was a better format, but had other goals going first.
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Thanks for the tips, gfxmachine ::beer
As for the Blender plugin, it would be nice if it supported multiple named animation sets one day.
The cool thing of this all is I asked nemonic about doing x support, and answered he may consider, but first had to make tools for the engine... It was perhaps 7 months ago or 4? can't remember...You were quite agreing it was a better format, but had other goals going first.
Yes, I had to change my priorities a little (again!) because there was a huge demand for the X support.
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"Thanks for the tips, gfxmachine Beer
As for the Blender plugin, it would be nice if it supported multiple named animation sets one day."
It had some sort of support, I think inside the ascii file...¿templates? Can't remember...is just that anyway , plugins are never as complete as the formats themselves.
*.x animation sets and stuff..
keyframedanimationset (http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_m/directx/ref/ns/microsoft.directx.direct3d/c/keyframedanimationset/keyframedanimationset.asphttp://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_m/directx/ref/ns/microsoft.directx.direct3d/c/keyframedanimationset/keyframedanimationset.asphttp://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_m/directx/ref/ns/microsoft.directx.direct3d/c/keyframedanimationset/keyframedanimationset.asphttp://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_m/directx/ref/ns/microsoft.directx.direct3d/c/keyframedanimationset/keyframedanimationset.asp)
this one looks like is for a non ascii but compressed *.x file (http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_m/directx/ref/ns/microsoft.directx.direct3d/c/compressedanimationset/compressedanimationset.asp)
pitty is no exporter that I know of...do this...well, if export from panda or blender as ascii, you can allways parse the file by some tool, so to insert the animation sets. I dunno. Or some python script for from inside blender, so that it exports them grabbing from like the NLA , Ipo window, dunno. Or just touch/improve the *.x script so to adapt it to your needs...I suppose it follows the artistic license, surely have to include Ben's data , etc. He sure explain at his site or the plugin, but the code is tehre for everybody, and for a programmer, which I am not, it must be not too hard to add this specific feature to the Blender plugin. Maybe I am wrong.
The main issue to all this is...i am not sure, but have a little suspect this is perhaps not in dx 8 specs, but in dx9 *.x specs...maybe I am wrong. If you see the url, I found it (google magic) under dx9 stuff...
Most plugins out there are supporting dx8 (ie, Blender's) though I think Panda does support 9, indeed, can export lightmapped levels with help of FVF templates, and other stuff with the .fx.
ANyway, a python chunk of code exporting the named anim sets from blender maybe not too hard.
But a generic application, that perhaps just takes an x ascii file, and, by user input allows the user to write down which frame is the start of a walk anim, which the end...etc...But I doubt this then is neeeded; if the artist do know where stuff starts and end, where's the issue? just needda pass a txt to the coder with the frames list, like ye good old times. or...export an anim file per action, which maybe or maybe not optimal, depends on case and engine.
hehe, yup, I told you x would be back to you...mwahaha.
Sorry, I have an strange sense of humor.
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btw, amxtex, the comercial but cheap exporter of x format, for hash Animation master 3d software, does include this option :
from a pdf manual I found googleing
" AnimationSet Name
This option allows you to set the AnimationSet name inside the .X file. This is useful if you have an X file that has multiple animations.AMXtex .X Exporter for Animation:Master Help FilePage 12 "
the plugin
http://www.obsidiangames.com/products/amxtex/
the animation software
http://www.hash.com/products/am.asp
Is for just pointing out that seems actually there are exporters exporting this way.
edit: "Export both DirectX 8 Skinned Mesh and DirectX 7 Retained Mode models" Ok, then animationset at least, is dx8 compliant, maybe.
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Hi Mnemonic,
me again. :) I found out that new WME (and I would like to have a confirmation that it's not only my computer) is desktop crashing when alt+tab and back into aplication. I am positive (and tried that) that
old WME worked quite well in this respect.
Microsoft is telling me, that the problem occurs i d3d8.dll and I believe it's connected with .X characters.
You can test this behavior for example on WME_DEMO_3D_2 which crashes as well for me.
Thanks!
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Latest build of wme.exe: http://dead-code.org/download/wme_latest.zip
-fixes crash on Alt-Tab
-fixes Theora scaling bug
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amazing. Thanks a lot! ::rock ::rock
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Latest build of wme.exe: http://dead-code.org/download/wme_latest.zip
-fixes restoring 3D actors using multiple merged X models
And the award for the most effective tester goes to metamorphium :)
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Thanks! Here's to you. ::beer ::beer ::beer ;D
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Just tested and works like charm. Thanks again!
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I test last fix, and a have several problem with it, my character are deformers
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Nice. Could you send me the model for testing, please? I guess you're using some features neither of my testing models are using.
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Varnama: that's amazing. You can make lots of money by showing this in Paris, Centre Pompidou. :)
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Hi! I think i leave game development in order to dedicate to my art (if you like want to be my representative metamorphium, we can speak and i send more pictures..) ;D
Well Mnemonic I do a fast character for testing, you can download here http://www.clubradikal.com/testdeformer.rar (http://www.clubradikal.com/testdeformer.rar)
I test it with same results..
P.D: I like second award of most effective tester
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Latest build of wme.exe: http://dead-code.org/download/wme_latest.zip
-fixes loading models with colored meshes ;)
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All fixed!! ::rock
Mnemonic is the best!! ;)
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Hi Mnemonic. 2 more problems:
1, cosmetic one - in closeupview (eg. Actor.Active = false;) if Actor.GoTo is called, WME desktop crashes.
I know that it's a programmer bug, but still would have been better to have script runtime error instead. ;)
2, important one - in Game.PlayTheora() if I supply false to FreezeMusic, it correctly doesn't freeze music but freeze sounds so with my sound layer being part of the composed music it usually pauses the sound and the resume it after video stops. If this is reparable I'll be really grateful. If not, I'm going to find some workaround through video entities.
Thanks!
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2. This is by design. PlayVideo/PlayTheora freezes the game completely, including scripts, sounds, everything. I later added the optional non-freezing of music, so that one can add external sound channel for the video. There's no way your sound daemon will work with exclusive video playback, you'd have to use video entity instead.
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ok. Thanks.
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WME 1.6 beta 3 has been released. See the original post for details & download link.
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new particle generator system;
wow!
new BlendMode attribute for actors, entities and particle emitters,
mega-wow! :)
You should not hide such great features behind short sentences like "see original post". ;-)
Thanks a lot! 8)
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the particle system is fantastic !!!! i used to script every particle effect and it slowed down the ftp very much, because every particle had its own script running ....
could you please add some more functions:
- constant rotation[with variable speed] of the particles [ makes smoke and snow look even more real ]
- constant and exponential growing and constant and exponential shrinking [ smokeclouds can get larger while they get more transparent, maybe for steam]
is it possible to have different sprites in one particle effect ?? so its choosen by random which sprite is to be displayed next ....
your absolutely great [even if i have to change all my particle scripts .... ;)]
greets,
stucki
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could you please add some more functions:
- constant rotation[with variable speed] of the particles [ makes smoke and snow look even more real ]
- constant and exponential growing and constant and exponential shrinking [ smokeclouds can get larger while they get more transparent, maybe for steam]
Okay, I'll see what I can do.
is it possible to have different sprites in one particle effect ?? so its choosen by random which sprite is to be displayed next ....
Yes, it's possible using the AddSprite() method of the emitter. You can add as many sprites as you want and the particles will pick a random one when they are generated.
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some other suggestions for the particle generator .....
"random alpha value" at emitting start so every particle can have a different alpha value from value "a" to value "b" (example: rain or fog )
"add region" - particles are displayed only if they are inside specific regions ( example: dustparticles only visible inside a light beam )
besides i have a little problem with the particle emitter:
in the background i have a large sprite animation playing waterwaves... some of my rain particles that are over this sprite are flashing sometimes to aplha value of 255, even when the alpha value is set to some transparent number .....
edit >
its not the sprite in the background, its the border thickness. if the particles get in this area they sometimes flash
< edit
greets
stucki
::rock
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its not the sprite in the background, its the border thickness. if the particles get in this area they sometimes flash
Are you using the FadeOut parameter? It shouldn't be used together with variable alpha for particles.
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hello
no i am not using the fadeout paramenter.
i am using your rain script with some changed paramenters
{
this.DeleteParticleEmitter();
this.CreateParticleEmitter();
var Emit = this.ParticleEmitter;
Emit.AddSprite("sprites\regentropfen.sprite");
Emit.AddSprite("sprites\regentropfen_1.sprite");
Emit.AddSprite("sprites\regentropfen_2.sprite");
Emit.AddSprite("sprites\regentropfen_3.sprite");
Emit.X = 0;
Emit.Y = 0;
Emit.Width = Scene.Width + 200;
Emit.SetBorder(-200, -200, Scene.Width + 400, Scene.Height+400);
Emit.SetBorderThickness(0, 0, 0, 0);
Emit.LifeTime1 = -1;
Emit.LifeTime2 = -1;
Emit.LifeTimeZBased = true;
Emit.Velocity1 = 250;
Emit.Velocity2 = 600;
Emit.VelocityZBased = false;
Emit.Scale1 = 100;
Emit.Scale2 = 100;
Emit.ScaleZBased = false;
Emit.Angle1 = 190;
Emit.Angle2 = 200;
Emit.Alpha1 = 125;
//Emit.Alpha2 = 175;
Emit.MaxParticles = 60;
Emit.GenerationInterval = 50;
Emit.GenerationAmount = 40;
Emit.Start(20000);
}
with Emit.SetBorderThickness(0, 0, 0, 0); there is no problem
with Emit.SetBorderThickness(0, 0, 0, 200); the particles are sometimes flashing in the lowest 200 pixels of the screen
what do you think about random alpha and region checking ??? possible ??
Greets
stucki
and thanks for doing all this !!!!!
::rock
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Thanks, I'll test the code.
what do you think about random alpha and region checking ??? possible ??
Possible. When I get to it. I'm working on something else now.
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Hi,
So, as I understand it, we can now use real-time characters but design the scene layout the normal way? Does that mean we don't need that hidden geometry anymore? So I can basically have someone do a real-time model and the animations, and then I can do the rest myself? What about the cameras and lights?
When do you think the final/stable version of 1.6 will be released? "When it's done"? ;D
Thanks.
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So, as I understand it, we can now use real-time characters but design the scene layout the normal way? Does that mean we don't need that hidden geometry anymore? So I can basically have someone do a real-time model and the animations, and then I can do the rest myself? What about the cameras and lights?
You still need the hidden geometry file to define the walkplane, cameras and lights. But you could probably make some generic geometry file, or a couple of them for various camera angles.
When do you think the final/stable version of 1.6 will be released? "When it's done"?¦nbsp; ;D
Yes, exactly! How did you guess that? ;)
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Mnemonic: Thanks for this excellent update. Looks like you're one step ahead of me as always. :)
Now only mirrors and stencil shadows. :) ::beer ::beer ::beer ::beer ::beer
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WME 1.6 beta 4 has been released. See the original post (http://forum.dead-code.org/index.php?topic=1360.msg9624#msg9624) for a description & download link.
Enjoy ::beer
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Well, thanks for all that feedback, it makes one motivated :P
I just wanted to say that this is the final beta. If no critical bugs are discovered within a few days, it will become 1.6 final.
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sorry for not answering till now ....
just a little too busy with work ....
but thanks for implementing the additions to the particle system. As soon as i have time i will try it ....
one last wish ... ;) could you add something like add mask for the regions... sometimes on mask is just not enough for me ;)
you are doing a fanstastic job,
greets stucki
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Hey, Mnemonic
As usually... amazing!!!
Thanks
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I just want to thank you Jan for that accessibility feature. It was a great surprise. It's the very first time I see such a feature in any game engine, of any kind, and I'm sure lots of people will be grateful for you. I've not checked out the docs about tha feature but just text-to-speech and highlighting are great additions.
Also the increased bulletproofing of WME is going to be great for newbies, and for the forums as well ;)
I'm also glad it's final beta! This was starting to look like google and their inifinite betas ;D
So, as always, great job! I would have commented sooner but I didn't come into the forums until this moment, so first time for me to know about the new beta.
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Hi,
first thanks for this incredible update. Now there are even more cool features.
As I read that this could be the final 1.6 I tried it, but now I get some strange error messages in the wme.log:
22:41: Fatal: Invalid instruction -557797922 ('scenes\technologiker\scr\scene_init.script', line 43, IP:0x0)
22:44: Fatal: Stack underflow
22:44: Fatal: Invalid instruction -557797922 ('scenes\leereszene\scr\scene_init.script', line 27, IP:0x0)
Here are the two scripts, I don't know what could be the problem. I marked the lines that should be faulty.
scenes\technologiker\scr\scene_init.script:
#include "scripts\base.inc"
// here comes the stuff which initializes the scene
var WurmRechner=Scene.GetNode("WurmRechner");
var RgnWurmRechner=Scene.GetNode("RgnWurmRechner");
var WurmSeismo=Scene.GetNode("WurmSeismo");
var RgnWurmSeismo=Scene.GetNode("RgnWurmSeismo");
var Tasse=Scene.GetNode("Tasse");
var TasseSpr=Scene.GetNode("TasseSpr");
if(Techno_TasseGenommen) {
Tasse.Active=false;
TasseSpr.Active=false;
}
Scene.ScrollSpeedX=10;
Scene.ScrollPixelsX=3;
switch(Game.PrevScene)
{
case "WI_Rechts":
switch(Random(1, 2))
{
case 1:
RgnWurmRechner.Active=false;
WurmRechner.Active=false;
RgnWurmSeismo.Active=true;
WurmSeismo.Active=true;
break;
case 2:
RgnWurmRechner.Active=true;
WurmRechner.Active=true;
RgnWurmSeismo.Active=false;
WurmSeismo.Active=false;
break;
}
actor.SkipTo(100, 600);
actor.Direction = DI_RIGHT;
actor.Active = true;
break; <=- this is the line pointed out by wme.log
case "Blaupause":
actor.SkipTo(1290, 426);
actor.Direction = DI_UPRIGHT;
actor.Active = true;
Scene.SkipTo(actor);
break;
default:
switch(Random(1, 2))
{
case 1:
RgnWurmRechner.Active=false;
WurmRechner.Active=false;
RgnWurmSeismo.Active=true;
WurmSeismo.Active=true;
break;
case 2:
RgnWurmRechner.Active=true;
WurmRechner.Active=true;
RgnWurmSeismo.Active=false;
WurmSeismo.Active=false;
break;
}
actor.SkipTo(100, 600);
actor.Direction = DI_RIGHT;
actor.Active = true;
break;
}
scenes\leereszene\scr\scene_init.script:
#include "scripts\base.inc"
// here comes the stuff which initializes the scene
actor.SkipTo(1400, 400);
actor.Direction = DI_DOWN;
actor.Active = false;
var EntText=Scene.GetNode("Textfeld");
Game.Interactive=false;
switch(Game.PrevScene)
{
case "AmAnleger":
Game.PauseMusic();
EntText.SetSprite("scenes\LeereSzene\KurzeZeitSpaeter.Sprite");
Sleep(1500);
Game.ChangeScene("scenes\AmAnlegerMitBoot\AmAnlegerMitBoot.scene");
break;
case "VorDemApfelhaus":
Game.PlayMusicChannel(0,"Akt05.ogg", false);
EntText.SetSprite("scenes\LeereSzene\Akt05.Sprite");
while(Game.IsMusicPlaying()) {
Sleep(20);
}
Game.ChangeScene("scenes\VorDemApfelhaus\VorDemApfelhaus.scene");
break; <=- the fault line 27
case "Versammlung":
if(GameChapter==1) {
Game.PlayMusicChannel(0,"Akt1.ogg", false);
EntText.SetSprite("scenes\LeereSzene\Akt1.Sprite");
}
while(Game.IsMusicPlaying()) {
Sleep(20);
}
Game.ChangeScene("scenes\WI_Links\WI_Links.scene");
break;
case "Weisenbuero":
if(GameChapter==2) {
Game.PlayMusicChannel(0,"Akt1.ogg", false);
EntText.SetSprite("scenes\LeereSzene\Akt2.Sprite");
}
while(Game.IsMusicPlaying()) {
Sleep(20);
}
Game.ChangeScene("scenes\WI_Links\WI_Links.scene");
break;
}
Game.Interactive=true;
Thanks.
Mac
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This is a known bug, nested switch commands don't work well. It's not really related to 1.6 though, I believe you must've been getting the same errors in previous versions too. This will NOT get fixed in 1.6, because it will require some quite complex changes. For the time being, avoid nested switches and rewrite the inner ones to a series of if's.
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I have some trouble with fade in...
The particle seams to appear visible and after desapear and fade in...
Edit :
Ok i understand now ... the particules fade in before begins to move ...
What to do if i want to fade in when particule move and after fadeout TimeBased. or fade in and out on moving particles.?
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You can't. Currently the particle can either fade-in or fade-out while moving, not both.