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Messages - Daniel

Pages: 1 2 [3] 4 5 ... 9
31
Game announcements / Re: Adam Syndrome - Announcement
« on: July 29, 2007, 02:17:11 PM »
No problem, with "sounds good" I meant the story, not the music :-)
In that case the credit is indeed all ours :)

32
Game announcements / Re: Adam Syndrome - Announcement
« on: July 28, 2007, 07:44:49 PM »
Wow! Looks and sounds VERY good! Do you already have an idea about the release date?
Thanks for the warm words, Nihil, it's much appreciated.

Regarding a release date, we aim for Q3 2008 so it's a long time to wait, I know...

Regarding the music, our own music is still work in progress and it wasn't ready for publishing yet so we carefully looked for an existing free piece to closely resemble our own. What you hear is not ours to take credit for then, but I assure you that ours is as good and, in my opinion, even better.

Wow, can't wait for the screenshots. ;) Sound theme is great and also are the concepts.
Thank you very much, BoBo!

The site now works with firefox. Thanks for the quick fix.
No, no, thank you! :)

Have you just starting the production or you are working on it for a long time?
We've been working on it for a long, long time, but although it used to go very slowly at first, we're now picking up the pace and are in full production.

Where is the team located at (country)?
We are located in hectic Tel-Aviv, Israel – The city that never rests :)

And will the game be sold in retail stores too? Have you find a publisher?
Regarding retail stores and publishers, these two questions are interconnected but it's really way too soon for discussing that. We still haven't decided yet whether we should go for self-publishing or perhaps hook up with a publisher. We'll have to wait and see.

Those are annoying questions I always ask.
It's ok, I still owe you one for saving me even more embarrassment with the Firefox issue... ;)

33
Game announcements / Re: Adam Syndrome - Announcement
« on: July 28, 2007, 06:06:40 PM »
Fixed.

Thanks for the quick heads-up, odnorf! Can you please confirm it's ok now?

These damn .htaccess files will drive me crazy one day...

34
Game announcements / Adam Syndrome - Announcement
« on: July 28, 2007, 04:43:40 PM »
Hello Wintermuties,

After a very long time and a tremendous amount of work and dedication, we are announcing production of our new commercial project - Adam Syndrome.

We've also launched our new website as part of the game's announcement, so please visit us at www.darkmotif.com for the latest info about the game.

Adam Syndrome uses WME as the game's engine, of course.

Hope you like it :)

35
Community bulletin board / Re: Do you actively use WME for game creating?
« on: November 25, 2006, 03:36:02 PM »
I'm working hard on a commercial title and judging from the size of the script so far, it's going to be a huge one. Except the initial testing, I haven't started actual work with WME yet but I have already decided on using it simply because it's the finest adventure engine around and I tested other engines as well. I hope to start real soon.

36
Feature requests, suggestions / Re: 3d scrolling
« on: November 20, 2006, 10:14:00 PM »
Oh well, but that's a general problem of this community, most people are only posting when they need something, no interest in other things, no interest in helping the others.
Well, I can't say for the rest here but in my case it only comes down to being too much of a novice and out-of-practice with WME - something that would change greatly the moment I actually start using WME...

But as I see it, and I could be wrong, WME is a more professional engine than other engines out there and as such, it is more pro-oriented. We all know that pro's usually have considerably less time on their hands to keep visiting the engine's forum in order to assist the others so they usually come in only when in need of assistance themselves. The case is very different with engines that are more fan-oriented where people do things just for fun and hanging out in the forums helping others is a kind of a fun activity for them.

That said, even with the large AGS community, the ones giving the greater share of the assistance are only a handful, as I remember it.

(Sorry Jeroen for the hijack, though I'm just following previous hijackers  ::))

37
Feature requests, suggestions / Re: 3d scrolling
« on: November 20, 2006, 08:24:51 PM »
Fellow WME-ers don't seem to care, as usual.
I'm usually silent here but to say that I don't care would be very, very far from the truth!

Anyway, good to see you're back Jeroen, I appreciated your work on Project Joe very much.

38
Technical forum / Re: Exporting from MAX to X
« on: May 23, 2006, 01:15:07 AM »
Well guys, it works!

The problem was neither with max nor with the Panda exporter proper, it was with the way I used to run the exporter. There seems to be some confusion regarding how to activate the exporter. I used to run it via a script that came with the exporter, a file named pandaxtools.ms. A pdf file that came with the script also explained how to install it and how to run the exporter. I followed the instructions to the word and it never even occurred to me that there could be another way of running the exporter besides this one. Well, to keep a very, very long story short, despite what is stated in the pdf file, that the script should work with max 8 - it doesn't, at least not in my case and that was to source of all my troubles.

The other way of running the exporter, a way that actually works for a change, is through the standard File->Export option in the main menu. In the dialog that opens, all I had to do was to choose "Panda DirectX (*.X)" as the "Save as type" and the exporter dialog opens. And that's it! Everything works when it opens like that. WME can load the resulting X file perfectly with all the textures and even with all the Biped animations! No export to FBX first or anything like it, the Biped animations are exported as is and play perfectly in WME.

Thanks everybody for all the assistance. I hope this knowledge will also help others avoid what I had to go through...

39
Technical forum / Re: Exporting from MAX to X
« on: May 22, 2006, 12:31:42 PM »
Now as to why there is a MAX file with CS animations on the Pandasoft web site, I have no idea

40
Technical forum / Re: Exporting from MAX to X
« on: May 22, 2006, 08:08:46 AM »
Perhaps you could try unhiding the bones before exporting them.

I did try that before but the results are very weird. I'm sending you the file so you can see for yourself what I'm talking about. The entire biped goes for an out-of-body experience...  ???

41
Technical forum / Re: Exporting from MAX to X
« on: May 21, 2006, 11:33:47 PM »
But ask gfx guys on that one. :)

I did speak with a few 3D character modelers but all I got from them was one big headache. They told me at length about the difference between the two approaches but they knew close to nothing or less about DirectX and the export to X, and so I came empty handed from my sessions with them. Since this export lies between two very different realms - the realm of 3D modeling and the realm of 3D programming - it is very difficult to find someone who actually knows both sides. I think the forum here is a good place to be looking for answers since I'm sure there are people frequenting this forum who have actually already achieved what I'm trying to do here.

The reason I'm trying to make it work with bipeds instead of bones, btw, is purely financial. The quality of the resulting characters might not be exactly the same as with traditional bones but it can be pretty close and using bipeds is way cheaper than using bones for a number of reasons. Since for now I'm financing everything by myself, I have no choice, I can't afford it otherwise...

Oh, and btw Mnemonic, the max file also includes all the biped's bones - they are just hidden. If you unhide all objects you will see them.

42
Technical forum / Re: Exporting from MAX to X
« on: May 21, 2006, 09:50:53 PM »
can you send me the model? I can try the export for you.

Thanks Meta, I really appreciate it. The model I'm playing with is in the sample file I mentioned in my first post but here it is again: http://www.andytather.co.uk/Panda/Files/3dsmax7/Samples/DrXMesh.zip. Inside this zip there's a max file that contains the model.

Many thanks!

43
Technical forum / Re: Exporting from MAX to X
« on: May 21, 2006, 08:25:00 PM »
I tried the above settings with the exporter but still the problems remains. While the textures issue could turn out to be an engine problem (but I have no idea really), the animation problem I'm pretty sure has nothing to do with the engine but more to do with the way I'm exporting it.

Mnemonic, I sent you my files, hope they help in locating at least part of the problem, wherever it may be.

For the rest of the problem, namely the animation, I'd still appreciate any help anyone has to offer.

Thanks.

44
Technical forum / Re: Exporting from MAX to X
« on: May 20, 2006, 10:56:37 PM »
Ok, I checked version 1.6.1 in regards to the textures issue and I'm not sure it's working very well. The original X file that came with the sample now loads ok and looks great in ProjectMan but I can't seem to reproduce this behavior. No matter how I make the export, ProjectMan always shows the actor without the textures (with no errors in ProjectMan.log) while DirectX Viewer always shows it perfectly with all textures. Is DirectX Viewer a good tool for testing my exports or not?

45
Technical forum / Re: Exporting from MAX to X
« on: May 20, 2006, 05:46:38 PM »
What's the animation behavior, you're getting?

Hi Meta, nice talking to you again.

About the behavior, well I get all sorts of behavior depending on what I try. It ranges from not getting any movement at all to getting some movement of a dark thingy that goes out of the actual body of the character itself and dances around it, to the entire biped going out of the body with the full animation but leaving the body motionless behind.

The problem is that I'm not even sure what I'm supposed to export from max. There are two objects in the sample file: nDoc_LabCoat and Bip01. I think nDoc_LabCoat represents the mesh while Bip01 represents the biped. Now since I'm trying to create one X file with the entire model including animation (for now, at least) I grouped these two and exported the selected group. Is that what I'm supposed to do? The result of such export is that the character's body remains still while a small dark thing moves around it (I suspect this dark thing is Bip01).

In addition, the max file has all the biped bones hidden and I noticed that what is hidden don't get exported for some reason. If I unhide them and make a group of the previous two objects plus the biped bones, the result export is again the character's body remains still while now the entire biped performs the animation leaving the body behind.

I can't even begin to tell you how frustrating this is for me... :(

I'll appreciate any help.


P.S. Mnemonic, I'll try 1.6.1 later today and let you know how goes. Thanks!

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