Please login or register.

Login with username, password and session length
Advanced search  

News:

IRC channel - server: waelisch.de  channel: #wme (read 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 - DREAMWEB

Pages: [1] 2 3 4
1
The demo was made for a 4:3 screen format; maybe you have a widescreen monitor. I don't remember any problem with the fullscreem option.

2
Feature requests, suggestions / Re: HLSL
« on: December 12, 2007, 01:51:17 PM »
This HLSL shaders thing is something hard to learn?
when/if implemented, will be compatible with programs like FX composer? http://developer.nvidia.com/object/fx_composer_home.html

3
Won't implement / Re: Online play? 3D?
« on: December 12, 2007, 01:44:40 PM »
For 2D and/or 2.5D adventure games Wintermute is a great choice!

But if you want on line and/or 3D maybe you need a 3D engine like Torque, Quest 3D, 3D Gamestudio, etc.

I think Wintermute doesn't need to have any networking and 3D would be nice, but it would be other engine, a 3D version of Wintermute because (I think) all the way the engine is need to be changed... one more dimension means a lot of things!  ;D

4
No, because it simply treats the last and the first keyframe like two consecutive keyframes, just like any other keyframes.

So, That will be my wish  ;D
To have a way to loop something choosing the time between the last and the first keyframes of a same animation, in the same way we can do with different animations

5
Quote
Dreamweb, the demo could be used as a basis for some 3D characters WME tutorial (people are asking for it a lot). Would you have a problem with that?

I have no problem, it will be a pleasure! Even you can change the code if you see some things are done in a bad or inappropriate way.

6
Well the interpolation between the last and the first frame works automatically. But of course, if the gap between those is too big, it will become apparent no matter what.

The gap is very small, was for that reason I though there where no interpolation between the loop animations.
 I have used that model and animations (idle, walk and run) in other game and the loop interpolation there was perfect, but this was from another engine that use CAL3D, not .X.
Maybe the time asigned for the interpolation is too small  ???

This won't work, because the engine is never really switching from "idle" to "idle". The idle animation is active and looping until you switch to a *different* animation, so the SetAnimTransitionTime can't be used like this.

And there is no other way to change the anim transition time between loops?  ???

And what about the Omni light placement? Did I convince you?  ::)  :P  ;D

7
Quote
I'm not planning positioning 3D objects directly in SceneEdit. I think it would be really clumsy given the fixed view. Setting light/camera properties might be possible though.

I mean positioning Omni Lights only, not any 3D objects, it can be similar to the actor position, you click on the light and then you position it with Left Click, then holding the Right Click button and moving the mouse up or down you can position the height.
Then only in the properties you can choose a colour and the range and maybe a numeric value for the height.

This way, with light placement we can adjust correctly the exact illumination by scene and integrate the 3D character with the rendered scene in a better way; because the render may have GI ( Indirect Light ) and the 3DS file can have a different illumination and with those simple light position and options we can emulate a GI for our characters, it would be great!! ;D

Quote
I'm not sure what you mean with the walking. If the animation loops, the engine does interpolate between the last and the first frame when passing the last frame boundary.
And how can I activte this? if you look the hand from my "victor.x" (from the tech demo I made recently in the actors/victor folder) in his idle animation it has a rough movement in the loop.
I try to put:
Quote
     actor.SetAnimTransitionTime("idle", "idle", 500);
But nothing happen, I am doing something wrong?  ???

8
Whee, you rock ::rock
Thanks!  ;)

Pretty cool, and very educational, I guess :) Would you mind if I hosted the files here at dead-code.org? It would be probably more comfortable for people than rapidshade.
It would be great!

9
Scripts, plugins, utilities, goodies / NEW 2.5D tech demo with SOURCE CODE
« on: December 04, 2007, 08:07:11 PM »
Hi!

I made a little 2.5D tech demo to learn WME and I what to share the source with you. I learn from others code, So I hope help others in return.


The source: http://dead-code.org/download/dreamweb/Wme_TechDemo_Source.rar

The Exe's Demo: http://dead-code.org/download/dreamweb/Wme_TechstDemo.rar


10
I was playing with WME those few days, with the new things and I found really good all the new 3D things. I wan to ask you Mnemonic if there is any plans for 3d oMNI lIGHT PLACING IN THE Sceneedit and properties like colour, etc. It can be very usefull to see direcly like lights will affect in the final game, that is hard to see in the max viewport.

And I think that would be great to implement a fusion between the same animations in a loop, like walk->smooth transition to ->walk
it can be great if we dont have a perfect loopeable animation and anyone will notice :)


11
General Discussion / Re: WME 1.3
« on: December 16, 2004, 06:16:31 PM »
Unfortunately I haven’t a Laptop , but a lot of friends of mine have a computer with the 3D onboard card that is also very popular in Argentina. So, the distribution of a game made with WME is limited here.

12
General Discussion / Re: WME 1.3
« on: December 13, 2004, 02:38:10 PM »
Quote
This has been reported before and appears to be an S3 driver issue. There is probably some incompatibility with DirectX 8.1, where texture coordinates are incorrectly interpreted by the video card (OpenGL is said to work ok).
For that reason I think that was better OpenGL, and especially because that S3 video Card (that came onboard) is very popular, generally in the non-gamers computers.
And other Test I did was with 3D Studio Max; it was much, much faster with the latest OpenGL that DirectX; I don't know if this is applicable to everything, but OpenGL under 3DS Max was considerably better in image quality and speed.

13
Feature requests, suggestions / Re: Open GL
« on: December 06, 2004, 04:27:27 PM »
It was just an Idea, but i think this can be a lot of work that is not nesesary.
And I didn´t know the WineX think! thats really good!


14
Feature requests, suggestions / Open GL
« on: December 05, 2004, 08:51:33 PM »
Hi everybody!!

Exist the possibility? (in the future) to move Direct X to Open GL??
Open GL is best, faster and allows to create non-windows version, for example for Linux or Mac. And it is much more compatible with all today’s video cards (even the on-board ones)
I think that is almost impossible, but I don't loose anything asking  ;D and that could be absolutely great!!

15
General Discussion / Re: WME 1.3
« on: December 01, 2004, 05:08:27 PM »
Those new feitures agre GRAT!
THANKS Mnemonic  for your HARD work!!

BTW: how can I finish the 3D Demo game?  ::)

Pages: [1] 2 3 4

Page created in 0.024 seconds with 19 queries.