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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Messages - Amo

Pages: 1 ... 10 11 [12] 13 14
Technical forum / Re: Characteroptimizing and the polycounter
« on: August 23, 2006, 10:43:33 AM »
OMG!?! Twice for the shadows...Hm... I hate the idea behind killing a half of my triangles...How about the DrawBackfaces attribute? Is it working as standard, or has it to be activated manually?

Technical forum / Characteroptimizing and the polycounter
« on: August 23, 2006, 10:22:29 AM »
Good morning!

I made several 3d Actor tests during the last days and recognized, that the poly counter tells my something total different to what Max says.
My Actor in Max has 2088 Triangles but WMEs poly counter shows about 4600 in an nearly empty test scene and about 6500 (!) after opening the Escape Menu (just some little textured windows with standard buttons save, exit, etc. )
How is that comming? Or better asked, how can I optimize that? After loading the actor twice one as NPC one as player I lost about 30 fps (from 85 to 53) I better do not think about whats happening after loading a second NPC.
My workstation is really not slow (P4 3Ghz, GeForce 6600GT, 1Gbyte RAM), but we can't expect that possible users accept that high system specs for a 2.75D adventure.
What is the polycounter really counting? I can't find where the triangles should be.

Technical forum / Re: Get name of an window
« on: August 22, 2006, 11:59:22 AM »
Thank you, we try it out, but one thing: Maybe I am blind, but I cannot find it in the scripting reference.

Technical forum / Get name of an window
« on: August 22, 2006, 10:05:46 AM »
Hi there. As written in the script reference we can get the name of a scene with
Is there an eqal way to get the name of a window? name.window doesn't work.

Thanks for help

Technical forum / Re: Next cursor problem
« on: August 21, 2006, 04:25:11 PM »
Sorry for not answering.
It works.
Thank you.

Technical forum / Re: Including functions.
« on: August 20, 2006, 07:48:49 PM »
Imagine the #include directive as copying the contents of the entire include file replacing the #include line. That's exactly how it works. That also explains why that condition you wrote above can never work.

Ok, we compared the WME script language with that from Flash. In Flash and in Toolbook since Version 4.1 or 2 would it work. But that doesn't matter, we will do it on another way.

Technical forum / Re: Including functions.
« on: August 20, 2006, 06:11:12 PM »
Another question about include.
How does it really works? Is it some kind of a link or does it really include the whole script. I ask because of the memory usage. I think it would make a big difference, am I right?

Technical forum / Re: Including functions.
« on: August 20, 2006, 05:00:13 PM »
Ok the problem is the following. We have:

if(condition) #include "scripts/"

This works fine, when no function is in But if there is one, we got a syntax error in the script where the function gets started via include. Is the include command without an condition at the beginning of the script, it works. But we need it at a later part of the script.

Hope I wrote it clear enough

Technical forum / Re: Including functions.
« on: August 20, 2006, 04:36:48 PM »
Yes I already know, unfortunately, I am only a modeller and the translator from german to english.
Wait a minute, we are on it.

Technical forum / Re: Including functions.
« on: August 20, 2006, 04:18:33 PM »
Ok, thank you, I do not know why, but WME jumped over the jordan. We try again, maybe there is a little error, we've missed.

Technical forum / Including functions.
« on: August 20, 2006, 03:25:27 PM »
Hi there. We used during the last two days the "#include "scripts\" " and it works fine for the purposes we needed it, but then we got a problem. When writing an function in an *.inc it will not work. We could need it really, or a better way to do. The thinking behind this was, to write functions we would need in many scenes, in an separate *.inc script and load it at the position we need via #include "scripts\"

Thanks for help.

Technical forum / Re: Game.activity = false is not enough
« on: August 20, 2006, 03:19:13 PM »
Ok, so we will wait and include it then.

Technical forum / Re: Game.activity = false is not enough
« on: August 20, 2006, 01:41:53 PM »

Game.Interactive = false;

... some code here

Game.Interactive = true;

Sorry, that does not work, it is still possible to interrupt the monologue with a left click.

Technical forum / Game.activity = false is not enough
« on: August 19, 2006, 05:16:33 PM »
Hi there, we set the game activity to false during monologues. That works actually in that way, that the cursor changes and the player cannot set any new target position, but that is not enough, because the user can still click around, abort the monologue and do what he wants. How can we set the game to a "full inactivity" I mean, no cursor, no keyboard entries, like an ingame cutscene?

Thanks for upcoming replies

Technical forum / Next cursor problem
« on: August 18, 2006, 09:11:00 PM »
Good evening. We are still working on our cursors and fortunately could solve many problems with the great help from this forum.
In this thread you can read the other thing about our cursors.

This maybe could help to understand the problem better.
We have several cursor sets now, one for normal background walking, one for entities, one for walking with tool in the hand, one for entities and tool in the hand, but now we need another set
for 3d characters, when hovering over them. We need this to open an talk or inventory function when left clicking on an NPC or on our player. Can somebody please help us out? We have actually no idea how to solve that.

As mentioned at the top, I am impressed about the great help here, you are the reason why we could get that far in that short time, with a new scripting language.

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