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Messages - Amo

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151
Technical forum / Problem with blocking areas
« on: August 23, 2006, 07:48:44 PM »
Hi there,
next question. In some scenes the no go areas work good. We had to combine the 3d geometry with the 2d blocking areas. That works normally fine, but sometimes the 3d actor walks trough the blocks without any notice. The other thing happens, that the actor stopped at the block, but after clicking two or three times he walks through. Is that a known mistake on our side, or a bug in WME?

Edit:

In scrolling scenes it is impossible for us to solve the problem...
Any hints we missed?

152
Technical forum / Re: Characteroptimizing and the polycounter
« on: August 23, 2006, 07:27:34 PM »
Thanks for the information.

153
Technical forum / Re: A more elegant way to make a nice sky
« on: August 23, 2006, 07:21:20 PM »
Hm... lag was the best word I could find. Erm... it does not run fluently, it stops for milliseconds, it seems so.

154
Technical forum / Re: Characteroptimizing and the polycounter
« on: August 23, 2006, 07:14:24 PM »
Ok, that is clear now. Thank you.
And with the milkshape files it is the same?

155
Technical forum / Re: Characteroptimizing and the polycounter
« on: August 23, 2006, 05:59:28 PM »
No, you specify multiple MODEL = "something.x" lines.

Code: [Select]
MODEL = "something1.x"
MODEL = "something2.x"
MODEL = "something3.x"

The animations of all those .X files are then merged. Note the word *animations*. It doesn't mean the model is loaded three times in memory, it's only loaded once. The other .X files only add their animations.




Yes I got that with the multiple lines, but my question was, where in the file I have to add that. I am artist, no coder, so sorry for my noobie questions.
Did I understand you right, when I add the following:

Code: [Select]

 ;--- external data
  MODEL = "actors\tom\tom1.x"
  MODEL = "actors\tom\tom2.x"
  FONT = "fonts\arial.font"
  ;CURSOR = ...

It is good to know, that just the animations get pre loaded, but they need power too, so my question was, where they all pre loaded, or where they loaded, when the animation is needed. That is important for me to know, because I am unsure right know if could add some more animation parts, randomly played when the actor stands still.


156
Technical forum / Re: Get name of an window
« on: August 23, 2006, 05:46:59 PM »
The first thing, was the original problem, than we solved it under the equals I added the rest. Thank you, you solved the rest, with active, everything is nice.
Very fine.

157
Technical forum / A more elegant way to make a nice sky
« on: August 23, 2006, 05:29:20 PM »
Hi there we created a little script to create a moving sky. Unfortunately it was a bit to fast, so we slowed our sky down.
The result is that it is slower now, but it lags, when decreasing the sleep value lesser than 100.

/////////////////////////////////// Himmel ///////////////////////////////////////////
var SomeEntity;
SomeEntity  = Scene.GetNode("himmel");
SomeEntity.SkipTo(-256,-3);

Game.Msg(SomeEntity.Visible);
while (true)
{var himmel;
   for(var i=-256; i < 256; i=i+1)
   {
      SomeEntity.SkipTo(i,-3);
      Sleep(100);
      if( i == 256) { i = -256;}
   }
}

Is there a more elegant way to solve that?

Thanks for upcoming help.

158
Technical forum / Re: Characteroptimizing and the polycounter
« on: August 23, 2006, 04:41:48 PM »
I kind of lost track by now. So, the problem is, that the 10000 polygon character is too slow, or...?

You can specify multiple MODEL = "something.x" lines in the actor definition.


Erm... OK... Where? I mean, must I add this to the external data part, or something like:

 ANIMATION
  {
    MODEL="talk.x"
    NAME="talk"
    LOOPING=TRUE
    STARTFRAME=5
    ENDFRAME=35
  }

And how about pre loading? Are they all were pre loaded at the start of the game even an model that is needed in lets say 2 scenes of 100?
For example the same model only including an ladder animation, and nothing more.

I kind of lost track by now. So, the problem is, that the 10000 polygon character is too slow, or...?


No, not really. I just used this as a test, to find out, where the limitations of WME are. The point is, we tested it now on some machines here.
After loading two actors, both with 2020 tris in one scene, combined with some objects, we got about 6800 tris and the frame rate decreased down to 35 on a P4 with 2,2Ghz. On my 3Ghz everything seems to be nice, only the loading of the scene needs a little longer (only lets say 1/2 second, nothing to worry about).
We are just a bit unsure what is happening, when we have a full scripted scene, with many objects and three of these characters. Nobody wants, that the minimum system specs are about 2,2Ghz and a GeForce6.

159
Technical forum / Re: Get name of an window
« on: August 23, 2006, 04:30:42 PM »
Somehow we are lost in WMEs scripting, or never found really a red line. Anyway. We got that, but somehow on another way.

Nearly the similar problem, but other objects.
When we add an entity object (or defining a region) and call it e.g. "test" we want to add an variable
e.g.

var test = ...
Game.Msg(test);

to it inside the scene_init.script. The three dots mean, that we do not know what we have to add there. The goal in this test is, to get the test message. WME got the name already and shows it in the debugger, but we get an error.

=======================
Also unclear is the following:

var test;
test = Scene.GetNode("test");
Game.Msg(test);

With this code snippet we get in debugging mode the following line:
[entity objects]
When we change the last line of the script to:

Game.Msg(test.Name);

We get the following in the debugger:
[test]
As far as good. If we want to deactivate the object with the following line:

test.Visible = false;

The object doesn't react in anyway. No errors, still visible.
Interesting is, that the "test" reacts on

Skip.To(500,500)

 ???




160
Technical forum / Re: Characteroptimizing and the polycounter
« on: August 23, 2006, 12:54:38 PM »
Does scene edit and project man need so many resources? That could be a reason, max is already closed. We try, otherwise I do not know what to do.

161
Technical forum / Re: Characteroptimizing and the polycounter
« on: August 23, 2006, 12:11:55 PM »
I can't find a reason, playing WME only on the second screen makes no difference at all.
Hopefully it works after adding more sprites and scripts not as lame as a one legged turtle.

Another question about the actors. With the Ms3d actors it was possible to cut all animations to several files, to load only that one, you need, like an separate take animation. Is that also possible with the X files? I tried it at the same way I used to do with the milkshapes but it doesn't work.

162
Technical forum / Re: Characteroptimizing and the polycounter
« on: August 23, 2006, 11:37:26 AM »
Ok, I pumped him up to 10 000 that caused a maximum poly count of 23 000 in the scene (low poly NPC, scene, high poly actor).
With second screen: 35 frames
without: 36 frames

That is not the reason. Ok, I'll eat something and than I continue my search.

163
Technical forum / Re: Characteroptimizing and the polycounter
« on: August 23, 2006, 11:28:47 AM »
Unfortunately uploading a test scene is not possible yet, it is problem with the rights (the project is commercial). I try it out, I'll pump the actor up to 7000 tris and try it one time with both screens and than deactivate the second one.
Give me a minute.

164
Technical forum / Re: Characteroptimizing and the polycounter
« on: August 23, 2006, 11:19:26 AM »
(actor.DrawBackfaces = false;).

I tried it out, it made no difference, wether for frame nor for the poly counter...

@metamorphium: Can the second monitor be the reason for this behaviour? Do you have a second one?

165
Technical forum / Re: Characteroptimizing and the polycounter
« on: August 23, 2006, 11:10:16 AM »
That is not that strange in fact, because the res is 1024 768 4x Antialiasing and two monitors. It is more the fact behind having so many Triangles (as said the double of the figure normally has). Even what I do not understand is, that the menu has about 2600 Tris.... I do not want to decrease the tris of the actor down to 1500 than he looks like Trinity and she is really low. The menu is actually no problem, because the framerate is jumping back to 85, I was just wondering about.

Ok, when you say... I normally do not give a damn about shadows, that is the thing of our coder  ;D

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