Please login or register.

Login with username, password and session length
Advanced search  

News:

This forum provides RSS feed. To query recent posts use this url. More...


Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Daniel

Pages: 1 2 3 [4] 5 6 ... 9
46
Technical forum / Re: Exporting from MAX to X
« on: May 20, 2006, 01:00:54 PM »
Hi Daniel, I was tracking down the texture issue and it's actually a bug. I'll be releasing WME 1.6.1 maintenance release shortly which will get rid of this issue.

Thank you, Mnemonic. You have no idea how happy I am to hear that. I suspected it might be a bug since the problem didn't occur in DirectX Viewer but as I understand close to nothing in all this 3D stuff, I couldn't be sure.

Ok, going back now to yet another endless trial-and-error session with the exporter. I still can't export the animation correctly and I have no idea why. So please, if anyone knows anything about this, I'll appreciate the help.


47
Technical forum / Re: Exporting from MAX to X
« on: May 19, 2006, 11:26:36 PM »
Hi Olivier and thanks for answering.

To your question, yes I tried that but the poor doctor still appears naked in Project Manager - no textures at all. I'm afraid I need a little more help than setting one option or another in the exporter though. I need something more basic since I understand close to nothing about these things so even if I check the "Scale texture to nearest power of 2" option but leave some other important option unchecked, it would still not work very well. I mean, should I convert the textures? Or maybe copy them? And what format do I need? .bmp? Or maybe .jpg?

See my problem? I'm completely lost with this...

48
Technical forum / Exporting from MAX to X
« on: May 19, 2006, 03:48:32 PM »
Hi guys,

I need some assistance regarding the export of character models from MAX to X. I'm using MAX 8 and Panda Exporter 4.8.63.0 and my test case is the "Dr. X Mesh" sample that I downloaded from the Pandasoft site for the purpose of learning. This sample was made with MAX 7 but I think it should still work. (http://www.andytather.co.uk/Panda/Files/3dsmax7/Samples/DrXMesh.zip)

Now this sample comes with a .max file containing a mesh and a biped and there's also an .X file that is the result of the export. This X file plays animation perfectly in WME but the textures are loaded all wrong, and more so, I can't seem to recreate such a file with or without the textures problem. I tried many options inside MAX and in the Panda exporter itself but nothing I do brings me any closer to creating an X file similar to the one in the sample, or better - one that will load and play perfectly in WME.

If anyone has any experience with these things or can refer me to somewhere else on the web with a step-by-step tutorial on how to do this, please let me know cause I don't have any experience with such things and I'm a bit lost.

Thanks,
Daniel.

49
General Discussion / Re: WME 1.3.2
« on: December 27, 2004, 09:27:53 PM »
I see you've been busy lately  :)
But really, very impressive work indeed. Lots of new features and also very fast after the last major  :o.

Thanks!

50
I wish it was that simple... :'(

Yeah, I know, it's kind of over-simplistic but it's just my wishful thinking...

51
Yeah, I read that too. He seems to think very highly of WME. Very nice indeed! Way to go, Jan!  ::thumbup

Also interesting is Kierdorf having a look at Project Joe. I think to myself: these guys are trying to get into the adventure gaming scene by publishing A Vampyre Story (and maybe even Sam & Max 2: Freelance Police). Project Joe would be just perfect for them if they are going for the cartoony-comic style. And it looks like they have cash... And the Project Joe team needed the money to keep going... Mmm... I smell something cooking here... ::)  I hope I'm right!  ;D

52
General Discussion / Re: WME 1.3
« on: November 30, 2004, 11:38:05 PM »
Whoa! This just came in, in the middle of the party at The Inventory. What a great day this is!

Thanks Mnemonic for the good work, I'll check this out asap!


Edit: Just saw the demo. Beautiful!

53
Technical forum / Re: COMPILING MY PROJECT
« on: November 01, 2004, 11:34:42 PM »
It IS really terrible how everything seems to be logical in WME.
I can't agree with you more. I'm a software engineer and I have a strict opinion about software design and as I see it, WME is close to perfect (for me, at least) and it shares most of my views regarding software design.

I tried Agast the other day and hated it.
I tried AGS before making WME my home and I must tell you, AGS was a disaster for me. Others might see it differently, of course.

54
General Discussion / Re: 3D characters over 2D backgrounds
« on: November 01, 2004, 11:06:59 PM »
I can't take a screenshot right now but I agree with you it must be because of my old TNT2 (I need to upgrade my entire system...).

BTW, did you ask for a screenshot for the sake of this conversation only or do you need it for something else? If the latter, I can get to that later this week and send you the pic. If the former - just forget about this stupid question :).

55
General Discussion / Re: 3D characters over 2D backgrounds
« on: October 30, 2004, 01:13:53 PM »
Ok, now that I've tried the English demo of The Moment of Silence myself, I can tell that the 3D characters don't really stand out too much on the 2D backgrounds, as I was lead to believe. They are pretty ok, IMO.

But speaking of which, I had a few curious glitches with the 3D characters and I wanted to hear your opinion on this.

The first is Peter's shadow. It looks as a kind of schematic pencil drawing of a shadow and not the darkish shadow itself. It could be the interpretation of my specific video card but if not, it looks pretty weird.

The second issue is the characters walking over things they shouldn't be walking on like in the open yard Peter can walk over the benches as if they aren't there at all. And in other places there were problems with the z-buffering of the character, showing things through it as if it had transparent portions in it. Are these things bugs in the engine's implementation of the 3D characters, in your opinion, or are these bugs in the coding of the scenes?

The demo also had bugs with the path finding but that's off topic here.

56
General Discussion / Re: 3D characters over 2D backgrounds
« on: October 25, 2004, 11:19:19 PM »
Ok, I think I got it. I also think I should stick to the code and leave art to the artists... It's just that when you're managing a project, you need to be up to date with everything so I wanted to hear the opinion of others about this art problem that was mentioned in reviews regarding MOS and LDS.

Btw, will WME's currently-in-development 3D characters be at least as powerful as to support a good job like in the case of Syberia?

57
General Discussion / Re: 3D characters over 2D backgrounds
« on: October 25, 2004, 07:36:54 PM »
I wasn't aware it's so difficult to pull such a thing off... And I didn't know the character and the background are rendered with very different qualities. I figured that if the character and the background both originate from the same place, namely the 3D modeling and texturing application, then they'll both look the same in the game environment as well. Was I mistaken? Will they really look different if they looked quite alike when they still were in the 3D modeling application? Boy, I'm sure it shows that I'm a coder and not an artist... :)

Grim Fandango handled 3D characters brilliantly.

Kate Walker looked ok as well. I never noticed she was rendered with a significantly lower quality than the backgrounds. Do I need to get my eyes checked?

58
General Discussion / 3D characters over 2D backgrounds
« on: October 24, 2004, 09:27:00 PM »
I've been reading the latest reviews of Moment of Silence and Legacy: Dark Shadows and both of them seem to have problems with the 3D characters over the 2D backgrounds. I haven't seen it myself but the reviews said something about the characters standing out and at times looking as if floating on the backgrounds instead of standing on it.

I find it interesting to know if such problems are purely due to a sloppy job on the part of the art department or could it be due to a more serious problem with the engine itself. I find it hard to believe that in both cases, the developers chose to release the games like this. What do you think?


59
Game announcements / Re: Project Joe demo
« on: October 19, 2004, 09:49:26 PM »
This is indeed a great demo!  :o

I liked almost everything about it. The art and style are great, the dialog is crazy and funny just like the old classics and the main menu... what can I say... the main menu is an absolute awesome piece of work. Simple as that!

I wish all the best to Jeroen, Mnemonic and all the Project Joe team and hope to read soon enough the news item stating that the "on hold" tag has been removed and that you're all back in business.

Hang on over there, you're not alone.

60
General Discussion / Project Joe "on hold"
« on: September 18, 2004, 12:41:15 AM »
I just heard about Project Joe being put "on hold".
Man, this is indeed sad news... I was very sorry to hear this :(.

Pages: 1 2 3 [4] 5 6 ... 9

Page created in 0.051 seconds with 23 queries.