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Topics - leucome

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Help wanted and offered / Help wanted to make an sql plugin.
« on: August 12, 2007, 05:57:09 AM »
Ok i wish to make a wme plugin to query a mysql database.

With some seach i found MySQLDriverCS

It seam to be the things i need to start but i do not know what to do next ... Maybe i can directly use the dll without write new plugin.

The objective: Query my Simple Machine forum database from wme game and if the player is registred on the forum he can play the game ...
In the future i wish to add more features.

If somewone is interested email me

Won't implement / Jpeg 2000
« on: February 14, 2007, 03:24:52 AM »
I wish Wme will support the jpeg 2000 one day ...
Because jp2 have an alpha channel and good compression.

I have tried with one scene picture(with an alpha channel)..
THe result ...
In Tga(rle)  900K
In png        700k
In jpeg 2000 50k  (80% quality)
I think it talk by itself ...

The JasPer Project Home Page  (open-source jpeg 2000) I it can help..

Help wanted and offered / TalkToMe lips-sync
« on: November 09, 2006, 03:55:39 AM »
Maybe someone can make a plugin with this.

Technical forum / Desactivate animation blending ?
« on: September 29, 2006, 06:35:03 AM »
I want to know if it is posible to desactivate animation blending  ... I whish to swith to an other animation quickly .. And this worked fine with old Ms3d model but i unable to do that scince i use .X model .

Technical forum / TurnToAsync and GoToAsync
« on: September 29, 2006, 05:46:08 AM »
I use TurnToAsync often in my script and i have noticed when an other script stop the actor from turnig before the end that give strange result and some time the script who called  TurnToAsync hang . Maybe my sript is bad or maybe i am suposed to wait for the turning to finish.  Ok i resolved some trouble by using thing like WaitFor (actor); and

               Game.Interactive = false;
         actor.TurnToAsync(Selected_Enemi);       //  I do this because if i use TurnTo it is even bad
         WaitFor (actor);
               Game.Interactive = true;

Ok i have noticed the same thing seem to hapen whe i use GoToAsync   if something stop the actor from turning before they start to walk that could  hang the sript or the actor directly skip to destination ..

Today i will do some test with DirectTurnStop().
I am open to any ideas .

Technical forum / how to query the x,y,z position
« on: September 25, 2006, 06:01:13 AM »
how to query the x,y,z position of a bones in a .x files or the position of the attached mesh?

Technical forum / STRING TABLE . Maybe a bug
« on: September 17, 2006, 07:41:43 AM »
--Ok  this line work.

this.Caption=("Arc " + "Exp:" + ToInt(this.Exp) + "  Lvl:" + this.Lvl +"  Précision:" + ToInt((this.Precision * actor.Precision)/100) +"  Vitesse:" + ToInt(FireSpeed));

--In this All the line is replaced by /ITEM002/  do you think this is normal? or some kind of bug.

this.Caption=("/ITEM0002/ Arc" + "Exp:" + ToInt(this.Exp) + "  Lvl:" + this.Lvl +"  Précision:" + ToInt((this.Precision * actor.Precision)/100) +"  Vitesse:" + ToInt(FireSpeed));

--I tried to place "/ITEM0002/ Arc" in a variable and use the variable and this way all the line is replaced by /ITEM002/ content too.

var name = "/ITEM0002/ Arc";
this.Caption=(name + "Exp:" + ToInt(this.Exp) + "  Lvl:" + this.Lvl +"  Précision:" + ToInt((this.Precision * actor.Precision)/100) +"  Vitesse:" + ToInt(FireSpeed));

Technical forum / string table
« on: June 14, 2006, 01:40:55 AM »
I try to use string table with a Game.Msg .
This way
Game.Msg("/SYSENG0102/Enemy " + "1" + Kind);

And the game display this msg  /SYSENG0102/Enemy 1 XXXXX

Do you know why the /SYSENG0102/ is not replaced by the string in the table?

And i Want to know if the sring table have some limitation or if it is intended to be used with any string in the script? not just in talk case?

Scripts, plugins, utilities, goodies / Particles script demo...
« on: January 26, 2006, 10:07:30 PM »
This was done to make a fire or a watherfalls but that could probably do more....

Feature requests, suggestions / Simple colision detection
« on: January 08, 2006, 02:40:11 AM »
I want to know if it could be possible to add this simple colision system into the engine ?For the 3d actor... I've tried something like that by script , and i think that could be better to be added to the engine ..I do that only on 2 axes as long as i dont use an objects who fly. I can see my scene as 2d world.

Flash sample.

If somebody interested.... My script look like that....
Scuse me most comment are in some kind of french slang.....

function Colide_Actor(ActorA,ActorB)

if(ActorA.PosX - ActorB.PosX == 0 && ActorA.PosZ - ActorB.PosZ == 0) //Protection contre les Acteur au meme endroit préci...
   ActorA.SkipTo3D(ActorA.PosX-1, ActorA.PosY, ActorA.PosZ-1);/// Répulsion 45 degré
   ActorB.SkipTo3D(ActorB.PosX+1, ActorB.PosY, ActorB.PosZ+1);
///////////////////////////Le chifre qui est testé (20) représante la grandeur du caré autour de l'acteur
   if (ActorA.PosX - ActorB.PosX >= -20 && ActorA.PosX - ActorB.PosX <= 0)//// Premier quadran��

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