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Messages - Amo

Pages: 1 2 3 [4] 5 6 ... 14
46
Technical forum / Re: Problems with scene change via doubleclick
« on: August 27, 2007, 12:49:33 PM »
Hi Jan,

Thanks a lot it runs great. If something changes I write again.

Regards

Amo

47
Technical forum / Re: Problems with scene change via doubleclick
« on: August 25, 2007, 06:02:40 PM »
As far as I know they are the same as the ones in the WME 3d demo, only some stuff added.

Code: [Select]

#include "script\user\functions.script"

on "LeftClick"
{
actor.GoToObject(this);
Game.goto_scene_single("...........");
}

on "LeftDoubleClick"
{
actor.GoToObjectAsync(this);
Game.goto_scene_double("...........");
}


///////// defined in "script\user\functions.script"////////////////

method goto_scene_single(new_scene)
{
Game.FadeOut();
ExitScene = true;
Game.ChangeScene(new_scene);
}

method goto_scene_double(new_scene)
{
Game.FadeOut();
ExitScene = true;
Sleep(800);
Game.ChangeScene(new_scene);
}




Hope that helps

regards

Amo

48
Technical forum / Re: Turning Anim troubles with 3d actor
« on: August 24, 2007, 08:08:11 PM »
Got it!

The problem was the angular velocity. It was too fast, so the poor guy had no chance to turn in that short time.

49
Technical forum / Problems with scene change via doubleclick
« on: August 24, 2007, 06:03:48 PM »
Hi there its me again.

Following when clicking on a scene exit region with one click our actor walks there and the scene change starts. Nice, anyway, this lasts sometimes very long so it has been added that the scene cuts immediately when double clicking on the exit region. This works mostly fine but sometimes the following happens:
The fade out starts, the new scene fades in you see also the actor than a very short fadeout-fade in happens and the actor gets "beamed" to its default position set for the scene. The debugger shows that the last scene and the actual scene are the same, in short: The scene gets loaded two times. The problem is, that it happens nearly radomly which makes it nearly impossible to reproduce the problem or the reason which is behind this behaviour. Has anybody any idea or the same strange behaviour?

Thanks for upcoming answers

Amo

50
Technical forum / Re: transparency mapping
« on: August 24, 2007, 05:49:37 PM »
Hey Andrej,

shadow models make the game faster, of course. When your character has 14k the shadows would need another 14k too, but if you have a shadow model with lets say 1k you have an overall count of 15k not 28k.
Makes a difference, right?
The backface culling makes it also faster, as only polys were rendered which can be "seen".
Sorry, but I have no answer for the stencil shadow question.

regards

Amo

51
Technical forum / Re: Turning Anim troubles with 3d actor
« on: August 24, 2007, 05:07:39 PM »
strange I do not understand it, hm. Ok I slap the scripter till he gets that thing running.  ;D
Otherwise I bother again.

52
Technical forum / Re: Turning Anim troubles with 3d actor
« on: August 24, 2007, 03:28:51 PM »
Yep I've read that before in another thread, point is, does it react, when you click on the point behind the actor and he is turning, or does it only react on the TurnTo via script?

53
Technical forum / Turning Anim troubles with 3d actor
« on: August 23, 2007, 09:29:53 PM »
Hey folks,

I added a cute little turning animation for our actor, called it turnright and packed it in a separate X file.
Than the X file and the animation name have been added to the actors Act3d file but something is wrong.
The actor is still performing some nice little figure skating when turning and doesn't react on the animation.
(Do not wonder why I only made a turnright, it is just a starting point to test it out, left will follow).
Are there any restrictions I missed? It is a 3d actor and with classical point and click.

Regards and thanks for upcoming answers

54
Done / Anim channels which gets erased at the file end
« on: August 16, 2007, 11:10:02 AM »
I discussed that already with Mnemonic via mail but for the community I post the complete idea behind:

Erm, we play a standard talk animation. Over this talk animation we want to overlay a short anim which contains way more movement in the arms, but it is only an arm animation the rest WME shall take from the standard anim, achieved by removing all the other keys. WME plays this channel very fine till the end of the talk line and than via stopanimchannel the channel gets erased, the talk stops and the character starts to idle. This is when the channeled anim is loopable.
But imagine the channeled anim has a very hard motion something like the arm is raised to the air and than the arm is going back to a neutral pose, but the talk line ends right in the highest point of the arm. WME makes in this case a hard cut and the anim looks like cutted or created by an idiot.

Next way: A non loopable anim in the channel. In this case WME runs the channeled anim till its end, but if the talk line is longer, the whole arm anim gets freezed till the end of the talkline. If the talk line is very short, the same thing occurs as like in the loopable the anim looks cutted.
 
What we want is, that we use only non loopable anims for the channel. In our example the arms rise one time than go back and thats the end of the channeled anim and WME continues only with the standard talk anim.

So it would be cool if there is any way, that WME recognizes the end of the channeled anim and erases it after the end without giving a da** about the end of the talkline. When the talk line is longer, only the standard channel continues playing, if the talk line is shorter the actors starts to idle but the channel runs till the end of the channeled anim so the arms go back as animated and not as
cutted, then the channeled anim gets erased out of the channel.
 

55
Technical forum / Re: Important: WME forum - the only support channel
« on: August 15, 2007, 09:25:59 PM »
You are right. Does that mean, that I do not get an answer on my last question?  ;D

56
Technical forum / Re: Important: WME forum - the only support channel
« on: August 15, 2007, 09:04:02 PM »
Shame on me... Sorry  :-[

57
Technical forum / Re: How about the crash logs?
« on: August 15, 2007, 08:55:33 PM »
Aah, very good. Nice man, I think you get a email soon.  ;D

58
Technical forum / Re: How about the crash logs?
« on: August 15, 2007, 07:22:46 PM »
Okay, yeah, you mean that window which pops up some times? The last few crashes didn't activate it. Next problem is, that most of our workstations are only in intranet and not allowed to connect to the internet because of data security.

59
Technical forum / How about the crash logs?
« on: August 15, 2007, 06:27:05 PM »
Hey Jan,

we had several WME crashes while scene changes today but the crash log has been updated last time at the beginning of july as we latestely used WME 1.7
Don't they work anymore since 1.8beta? Actually we are using beta2

Regards

Martin

60
Done / Re: individualy lighting for every 3d actor
« on: August 07, 2007, 10:30:17 AM »
Your last post seems to cover the solution. Do not convert the lights, this leads to strange results. Build them new. On thing last. Omnis have also an adjustable range but unfortunately the 3ds or WME doesn't react on this.

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