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Messages - FogGobbler

Pages: 1 2 3 [4] 5 6 ... 16
46
Technical forum / Re: Lighting problem
« on: September 23, 2008, 02:33:09 PM »
Oh, perhaps you are right. Just changed the normals of the back and its works..but only in WME, in max its dark  ::slug.. Well, I can live with that..thanks!

47
Technical forum / Re: Lighting problem
« on: September 23, 2008, 02:04:58 PM »
I don´t think so, because everything looks right in the directx mesh viewer and all the normals are pointing outwards.

48
Technical forum / Lighting problem
« on: September 23, 2008, 12:16:46 PM »
Hi!

Please help me with my lighting problem. As you can see on the image, the front of the character well lit up, but when the character turns round, the back isn´t and that is very strange.




Bye,
Oli

49
Technical forum / character judders sometimes...
« on: September 05, 2008, 03:23:11 PM »
Hi!

I´ve noticed that my character judders/stutters when he walks over a longer distance. My framerate is firmely stuck to 60 and the scene isn´t too high-polygon (6460 polygons, for two characters and scene geometry).

I´ve got 5 lights in the scene, could that be the problem?

50
Technical forum / Re: Transition time for animations in attachments...
« on: September 02, 2008, 07:16:29 PM »
What a pity. Well, I´ll have to find a workaround. Hmm, that´s a bit difficult to explain, but we had animation/scaling problems with keeping the mesh in one piece, so we had to cut its head off  ;D

Thanks anyway!
Oli

51
Technical forum / Re: Transition time for animations in attachments...
« on: September 02, 2008, 06:06:25 PM »
Hmmm.. would it be possible to attach an actor to another ..ehem .. actor?  ::)

52
Technical forum / Transition time for animations in attachments...
« on: September 02, 2008, 04:00:31 PM »
Hi!

Code: [Select]
this.AddAttachment("actors\Barkeeper\BarkeeperHead.x","Head", "Bip01_Head");
BarkeeperHead_Attached=this.GetAttachment("Head");
BarkeeperHead_Attached.PlayAnimAsync("happy");

This all works great, but I´d like to set a transition time between my animation "normal" and "happy".

Code: [Select]
BarkeeperHead_Attached.SetAnimTransitionTime("happy", "normal",5000);
This doesn´t work ==> runtime script error ("Call to undefined method 'SetAnimTransitionTime'. Ignored.")

Is that possible somehow?

Bye,
Oli

53
Technical forum / Re: Trying to understand packages..
« on: September 02, 2008, 06:33:14 AM »
Thanks for the explanation, but doesn´t it take longer to load the specific file from a package, if the engine has to scan through all directories instead of telling WME exactly where to find the file?

I like the idea of the package system, because its great for patches, but I´m concerned about the performance if the engine has to scan through hundreds of files to find the right one.

Oli

54
Technical forum / Trying to understand packages..
« on: August 27, 2008, 09:02:19 AM »
Hi!

I´m trying to understand how packages work. For example, I´ve got a package called "animations" and inside that is a subfolder called "actions" which contains the animation "openDoor.x"

When I want to merge this animation I use
Code: [Select]
actor.MergeAnims("actions\openDoor.x");
Everything works fine, but how does the engine know where to look for the animation, because I don´t give any information about the package-name "animations"?

Bye,
Oli


55
Technical forum / Re: Problem with head attachment
« on: August 27, 2008, 06:14:05 AM »
Thank You for testing and finding the workaround  :)  ::thumbup

56
Technical forum / Re: Problem with head attachment
« on: August 26, 2008, 05:54:41 AM »
Good morning, Mnemonic!

Could I send you some parts of the game to show you the problem, and would you be so kind to find out what´s wrong?

Bye,
Oli

57
Technical forum / Re: Problem with head attachment
« on: August 25, 2008, 01:50:22 PM »
Can´t find out what´s wrong  ???

I´ve used the Head_Attached.PosX,PosY and PosZ in the actor script file to move the attachment to the right place, but this information gets lost/overridden by something else in some scenes. This happens straight away in these scenes, so it can´t be a moving animation.

EDIT: I also tried altering the position of the head in the X file. This works in the scenes that are okay, in the "bad" scenes it doesn´t change anything... ::slug

58
Technical forum / Re: Problem with head attachment
« on: August 25, 2008, 10:56:33 AM »
No, the head animation stays in its place and doesn´t move the head. Anyway, if that would be the case, it would happen in every scene, but strangely enough it only happens in a few.

59
Technical forum / Re: Problem with head attachment
« on: August 25, 2008, 09:43:58 AM »
It´s really strange. I start in room "A", and everything is fine. I wonder about, got to other scenes "B","C", still everything okay. Then I enter scene "D" and my character "loses his head". When I go back to the other scenes that had worked before, the character still has the problem.

No scrolling, no other settings.

60
Technical forum / Problem with head attachment
« on: August 25, 2008, 09:05:53 AM »
Hi!

Please help me with this problem, because its driving me crazy  :-[

I´ve got this character and attached a head to it for separate facial animation.

This is part of the main character body script.
Code: [Select]

global Head_Attached;

actor.AddAttachment("actors\Barkeeper\Barkeeper.x","Head", "Bip01_Neck");
Head_Attached=actor.GetAttachment("Head");
Head_Attached.Scale = 100;

Head_Attached.DrawBackfaces = true;
Head_Attached.PlayAnimAsync("idle");

This all works well in some scenes, in others the head is out of place (see image).

http://img246.imageshack.us/my.php?image=problempi5.jpg

What´s going on there?

Bye,
Oli

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