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Messages - Orange Brat

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106
Feature requests, suggestions / Re: 3D characters discussion
« on: December 04, 2004, 03:25:02 AM »
I understand completely. We just recently got them in 3D Gamestudio, and they are a bit slower to render, esp. if they are closer to the camera. Also, since the zfail method isn't being used, the shadow can never enter the camera view or else artifacting will occur. However, that's not really an issue with a 2D adventure. ;)  When and if you begin development of stencils, I have one option I'd like to request:

1.  The farther the shadow is from a lightsource, the dimmer it gets. The closer, the darker. It adds just a bit more realism to it.

107
Feature requests, suggestions / Re: 3D characters discussion
« on: December 03, 2004, 04:58:02 PM »
I forgot to add a couple examples of stencil shadows in other 2D/3D adventures:

http://www.justadventure.com/Upcoming_Releases/MartinMystere/mm4.jpg
www.geocities.com/hainesrs/syb.jpg

Although I feel that my shaders request is something that isn't all that necessary right now, I think stencils are fairly important in this day and age. They're pretty slow, but if used properly they add that extra bit of punch to a scene. Imagine that first screen if the shadow simply disappeared into the cabinet instead of bending up it.

108
Feature requests, suggestions / Re: 3D characters discussion
« on: December 01, 2004, 05:40:33 AM »
Eventually introducing stencils so that shadows can bend along the hidden scene geometry would be nice. I haven't played a lot of 2D/3D games, but I recall the effect in the Resident Evil remake and RE 0 and it was pretty cool to see the shadows interacting with the prerendered backgrounds.

Although, it's probably a tall order right now, shaders support would be nice someday. One great use of them would be to apply a toonshader so you could use handdrawn/painted backgrounds and not worry about clashing. Of course, you could always do the faux method like Runaway, but then you wouldn't be using 3D.

109
General Discussion / Re: WME 1.3
« on: November 30, 2004, 11:21:20 PM »
Thanks for the update.

110
Software and games / Re: Best cut scene/intro software?
« on: October 31, 2004, 07:26:45 PM »
This isn't exactly what you're after but try Audacity:

http://audacity.sourceforge.net/

Quote
Audacity is a free audio editor. You can record sounds, play sounds, import and export WAV, AIFF, Ogg Vorbis, and MP3 files, and more. Use it to edit your sounds using Cut, Copy and Paste (with unlimited Undo), mix tracks together, or apply effects to your recordings. It also has a built-in amplitude envelope editor, a customizable spectrogram mode and a frequency analysis window for audio analysis applications. Built-in effects include Echo, Change Tempo, and Noise Removal, and it also supports VST and LADSPA plug-in effects.


111
Technical forum / Re: performance of wintermute, optimisation
« on: October 29, 2004, 02:51:56 AM »
Quote
Also notice that the textures have to be resized internally, because todays videocards require the texture dimensions to be powers of two

I'm coming to WME from a 3D engine(Gamestudio), and they pound it in our heads that power of 2, power of 2, power of 2 was important. If you have a graphic that is not power of 2, then this will slowdown the engine. The simple solution is if the actual art part of the image is say 180 x 298, then make sure the real image size is 256 x 512. Don't try to use an actual sprite image that is 180 x 298 or the engine has to do more. With Gamestudio, we could actually use an oddball size for a sprite..the engine wouldn't crash if it wasn't power of 2...the same was not true for level surface textures, though.

112
General Discussion / Re: 3D characters public test
« on: October 24, 2004, 08:52:31 AM »
Will we be able to control the 3D characters using direct control...keyboard and joystick/gamepad? If not, that is a feature that you might want to consider for the future.

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