Please login or register.

Login with username, password and session length
Advanced search  

News:

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

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 - Derrek3D

Pages: [1] 2 3 ... 6
1
Technical forum / Re: ANN: The future of WME
« on: December 22, 2008, 03:39:26 PM »
Will the new engine still be able to produce 2.5D games with pre-rendered backgrounds like the current version of the engine does, or will it be 3D only?

Thanks.

2
Technical forum / Re: Changing Character's Altitude
« on: November 10, 2008, 05:11:53 PM »
It works great. Thank you very much!

3
Technical forum / Changing Character's Altitude
« on: November 09, 2008, 11:44:39 AM »
Hello,

I'm interested in suggestions on how to implement changing the 3D character's altitude on a scene. I mean things like climbing a ladder, climbing a rope, going up or down the stairs, etc. How can you move the character up without causing it to get smaller (scaled down)? What happens to the character's shadow once he leaves the ground (when climbing a rope for example)?

Thanks.

4
Technical forum / Re: Footprints
« on: May 05, 2008, 10:20:14 AM »
Yeah, you're right, it's a good idea making them disappear after a while.

Still, I'm interested in the pros and cons of the various ways of implementing the footprint itself. 2D vs. 3D, positioning on the scene, etc.

5
Technical forum / Footprints
« on: May 04, 2008, 10:49:50 AM »
Hi there,

I would like to implement footprints in a scene and I would love to hear opinions on the best way to do that. By footprints I'm referring to some elongated shape that remains on the ground wherever the 3D actor lays its feet. Is a simple image + rotation the best way for a footprint or should the footprint be a 3D object itself?

Thanks.



6
Feature requests, suggestions / Re: Poll: New Scene Edit or HLSL?
« on: March 24, 2008, 02:30:33 PM »
Could you (or someone else) please write in a bit more detail how could each of the options help developers and their games? For example, what are shadow maps and how do they look in the final game? Or what can be achieved using HLSL?

Thanks.

7
Technical forum / Re: Animation channels - walking and telephoning problem
« on: February 24, 2008, 06:16:11 PM »
In that case using "merge" is exactly the way to go.

8
Technical forum / Re: Animation channels - walking and telephoning problem
« on: February 24, 2008, 12:22:10 PM »
I know that you can also define the animations in the act3D file.

Exactly, you should use merge only when you have a reason for not loading it when the rest of the animations are loaded. Do you have such a reason? Maybe for keeping memory requirements to a minimum or something similar? If there is no such reason, I think the easiest way would be to load it together with the rest of the animations by defining it in the act3D file. But really, it all depends on what you're trying to do. I just pointed it out to make sure you understand the difference between these two options of loading animations, that's all.

9
Technical forum / Re: Animation channels - walking and telephoning problem
« on: February 24, 2008, 10:20:12 AM »
Sometimes keyframes are defined for all bones even though you remove them in your 3D software so you should make sure that this is not the case. You can do that by saving the X file as text and looking inside the file with a text editor. The "wobble" animation set should contain keyframes only for the head.

By the way, loading the animation with "merge" is possible but not a must.

10
Technical forum / Re: DirectX and Game Explorer Integration
« on: February 15, 2008, 12:40:19 PM »
I tried this and nothing happened. The Game Explorer remains empty after the installation. When I think of it, I don't understand how it can work at all. I mean, the gdf and the thumbnail reside in my Game.exe so how is the command:

Code: [Select]
Filename: "{app}\wme.exe"; Parameters: "-gameexplorer add"

supposed to know what to do?

11
Technical forum / Re: DirectX Version
« on: February 11, 2008, 08:20:18 PM »
Ok, that's confusing, all right...

So what is the recommended course of action here? Do I ask the user at the end of the installation whether he would like to install the latest DirectX 9 - without even checking if he has it installed already, and let him decide?

And another question, wouldn't a DirectX 9 installation damage in some way an existing DirectX 10 installation? Is that tested? Has anyone tested and confirmed that games using DirectX 10 still work after installing the additional DirectX 9?

12
Technical forum / Re: DirectX and Game Explorer Integration
« on: February 11, 2008, 08:18:15 PM »
So if my final game folder now has Game.exe and Settings.exe, should I now copy the file wme.exe (of size 1,839,104 bytes) from the WME installation folder to my game folder, name it whatever I like, and then call it from the Inno Setup to register/unregister the Game Explorer integration?

Have I got it right?

13
Technical forum / Re: Sound problem in Theora again...
« on: February 11, 2008, 08:16:12 PM »
Still the best way to go abotu this stuff is to use ffmpeg2theora to encode the audio and video at the same time.
Well, as I said in my first post, I did use ffmpeg2theora to encode the video (with the sound) to Theora and it didn't work. What should I give ffmpeg2theora as input? Should I give it the uncompressed video with integrated uncompressed PCM sound, or should I supply the video and sound separately? If so, how can I supply them separately? In addition, what format/s should the input file/s be in? What command line switches should I use for the ffmpeg2theora?

Thanks.

14
Technical forum / DirectX Version
« on: February 08, 2008, 03:22:13 PM »
Does anyone know what is the proper way to ask Windows if the correct DirectX version is installed (I'm referring to the version that the Direct3D 9 version of WME uses)? It's for a game launcher in C++ that I'm writing to help the user with the DirectX issue.

Also, I'm testing my game on a machine with DirectX 10 installed and my game won't run (it requests D3DX9_34.dll). Will the user need to install DirectX 9 Instead in order to run my game?

Thanks.

15
Technical forum / Re: DirectX and Game Explorer Integration
« on: February 08, 2008, 03:15:00 PM »
Ok, please explain how to do this.

I'm compiling my game with the Direct3D 9 version of WME and my resulting game has two files: Game.exe and Settings.exe. What do I need to do next in order to have also the DirectX 8 version of wme.exe?

Pages: [1] 2 3 ... 6

Page created in 0.021 seconds with 20 queries.