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 - FogGobbler

Pages: 1 2 [3] 4 5 ... 16
31
Technical forum / SkipTo problem
« on: January 28, 2009, 10:32:55 PM »
Hi!

When I change to another scene the character jumps/jerks to its starting position (defined in the scene_init file - SkipTo() ) and doesn´t start there imediatly.


Edit:Solved :-)

32
Game design / Turning animations
« on: January 28, 2009, 10:07:11 AM »
Hi!

I´ve got a problem with my 3D character turning animations. I use 3d max, character studio and the the footstep mode to set the footsteps. But I don´t really know where I should put them. So far I´ve I´ve turned the character about 90° and saved the animation in "in place mode".

Then in WME I set the turnright animation to loop = false and adjusted the turning speed.

It sort of works, but when the agle is bigger (150-180) the animation jerks.
Any ideas?

Oli

33
Technical forum / Re: ANN: The future of WME
« on: January 22, 2009, 10:21:51 AM »
Hey, guys!

Well, I must say, I´m getting a bit confused now, because everybody is talking about the "new 3D engine" and I get the impression that people are getting mixed up with realtime 3D à la Farcry and modified 2.5D engine à la "Geheimakte 2".

A Vampyr Story, for example, is a 2.5D (prerendered backgrounds & 3D characters) adventure which was developed using a 3D engine.

So, to clear this point, is "WME 2" going to be a real time 3D engine, like say "Memento mori" uses or will it still use the 2.5D technique, but based on a 3D engine for better lighting effects, shaders, shadows, character animation, wide screen support, dynamic lights & camera and such things?

I personally really hope that WME 2 will stay 2.5D, because if you want to create a realtime 3D adventure, there are other tools on the market which are afordable. Sure, they won´t be so nice and simple as an engine that was specially developped for adventures, but it can be done, without too much trouble.

But there is nothing on the market to develop a modern 2.5D adventure (sure if you want to pay 20.000 €, then try ADGS4 ;-)) ).

Bye,
Oli






34
Community bulletin board / Re: WME is 6 today
« on: January 13, 2009, 10:43:04 AM »
Happy birthday from me, too, dear WME!  ::beer


35
Technical forum / Re: ANN: The future of WME
« on: January 11, 2009, 07:44:03 PM »
Hi to all WME-addicts and our WME Mnemonic!

I´m so glad to hear that a new WME is being developed  ::thumbup

Just some thoughts and ideas I´d love to see in the future version:

- per pixel lighting of the characters with dynamic (soft) shadows
- light effects the background images
- shaders / normal mapping for detailed characters
- shaders for reflecting surfaces (mirrors, floors...)
- scriptable camera and zoomable backgrounds (like in "geheimakte 2")

I hope these things could be done..

Best regards,
Oliver

36
General Discussion / WME development..any new news?
« on: December 15, 2008, 05:12:37 PM »
Hi!

Any news about the WME-to-OGRE-project or the new scene-manager?

Bye,
Oli

37
Technical forum / Re: Navigating betweem Scenes
« on: November 12, 2008, 12:36:39 PM »
Hi!

Define an "exit" hotspot-area in the scene manager and add this

Code: [Select]
on "LeftClick"
{
    actor.GoToObject(this);
    Game.ChangeScene("scenes\YourSceneFolder\YourSceneName.scene",true,true);
 
}
to the exit-script.

Have a look at the molly-demo or the 3D demo and see how the scenes are changed.
Bye,
Oli

38
Technical forum / Re: Changing Character's Altitude
« on: November 10, 2008, 08:35:42 AM »
Hi!

You can change the position of the actor by using

Code: [Select]
actor.PosX = ???;
actor.PosY = ???;
actor.PosZ = ???;
actor.Scale = ???;
actor.DropToFloor = false;

<---important! Otherwise the character is stuck to the "ground/walk"-mesh

Since the size of the 3D character is determined by its position in the 3D world you don´t have to bother about the scale. If the character gets smaller, you are moving it away from the camera and not vertically.

If you use stencil shadows everything should be fine, if you move the character vertically, because the shadow is only projected onto the "shadow"-mesh. I don´t know how the other shadow types would react.

Bye, Oli

39
Technical forum / Re: Strange shadows on 3D-Actor
« on: October 14, 2008, 03:22:08 PM »
Have you tried different clipping values in the scene editor?

40
Technical forum / Re: Strange shadows on 3D-Actor
« on: October 13, 2008, 04:29:04 PM »
Hard to say, because the image is quite small  :) .

Have you tried to alter the shadow-light-source-position in the actor file?

Code: [Select]
LIGHT_POSITION { x, y, z }// change values

Perhaps the light is stuck inside the actor mesh and that causes these artefacts.

41
Technical forum / Re: 3DS Max to .X Conversion
« on: October 13, 2008, 08:30:36 AM »

42
Technical forum / actor script...
« on: September 26, 2008, 08:50:23 AM »
Hi!

When (and how often) does the engine call up the script that is connected to the actor? I assume it gets called upon once when I load the actor and remains in memory until I unload the actor, right?

Bye,
Oli

43
Technical forum / Re: Sharing animation..resizing problem
« on: September 24, 2008, 01:01:23 PM »
Okay, anyway, thanks for answers.

44
Technical forum / Re: Sharing animation..resizing problem
« on: September 24, 2008, 08:14:43 AM »
Well, it´s not a big problem, but I was just wondering if it´s possible to share animations between small and taller characters for example.


45
Technical forum / Sharing animation..resizing problem
« on: September 23, 2008, 05:17:49 PM »
Hi!

I´ve got a question concerning biped animation files and mesh files.

I´ve got a character file which contains the mesh and the hidden bones with no animation at all. Then I´ve got several animation files for i.e. walking with only the bones. This works perfectly, but the trouble is that the two "bone-setups" have to be exactly the same. If another character wants to share an animation, the character changes its size to the size of the bones in the animation file.

Is there a way of sharing animations without this "resizing"-problem?
Bye,
Oli

Pages: 1 2 [3] 4 5 ... 16

Page created in 0.021 seconds with 20 queries.