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Messages - Amo

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61
Done / Re: individualy lighting for every 3d actor
« on: August 03, 2007, 09:00:47 PM »
You can try to play around with spotlights, only actors which are inside the spot get affected, when adjusting the spot that way that it only covers the scene surrounding the aquarium but not the aquarium itself, the fishes won't be affected by the light.

62
Done / Re: individualy lighting for every 3d actor
« on: August 03, 2007, 02:50:37 PM »
You can activate/deactivate the shadows for each character within its act3d file.
In your special case you could fake the effect with creating no aquarium light and repaint the textures of
the fish.

63
Game design / Re: Model help?
« on: July 28, 2007, 03:42:52 PM »
What a pity... I've made a taxi car model with different layers to activate/deactivate:
-3 different roof advertisings
-front and rear crash protection
unfortunately I do not hold any rights on that model, as it was a contract work. Otherwise I would donate it to you.

Sorry guys

64
General Discussion / Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
« on: July 18, 2007, 12:46:18 PM »
Good question, just compiling. Sorry I can't compile yet, because several things are under construction, so we get some error messages. I write back, when a running version is ready to be compiled.

65
General Discussion / Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
« on: July 17, 2007, 07:00:00 PM »
Not? We tried it on XP Professional and Vista Ultimate

66
General Discussion / Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
« on: July 17, 2007, 05:40:19 PM »
Ah next thing. The "ask user" option for hardware T&L seems to work only in debug mode. At least, the option in the settings dialog is not there and HW T&L is switched off. (Via wme.ini tested)
When compiling with "use when available" everything is nice.

67
General Discussion / Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
« on: July 17, 2007, 05:28:04 PM »
No problem, just a little lose of atmosphere in the actual milestone build.
Take your time.

68
General Discussion / Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
« on: July 17, 2007, 03:44:53 PM »
When do you think this fixed version will be public?
We could use that fix... erm. Yesterday.  ;D , I mean that Scene.EnableLight thing...

69
General Discussion / Re: Latest beta: WME 1.8 beta 1 (July 8, 2007)
« on: July 17, 2007, 01:24:35 PM »
Hi there, after testing 1.8b1 it seems, that
Scene.EnableLight("somelightsource"); and Scene.DisableLight("somelightsource");
do not work anymore, maybe a bug?

Regards

Amo

70
Technical forum / Re: Reading the target coordinates
« on: July 10, 2007, 11:38:59 AM »
OK, that overriding sounds interesting.

thanks for the answers.

71
Technical forum / Re: Reading the target coordinates
« on: July 10, 2007, 11:10:16 AM »
So... there must be one implementation in the actorscript? Never thought about it, as there is no goto method in that script.

72
Technical forum / Re: Reading the target coordinates
« on: July 10, 2007, 10:40:49 AM »
Which means if we want to override the goto.this method, we would have to change it in all scenes vor every object? Damn, what a pity, so the idea behind all this stuff is useless, as we do not have the time...

73
Technical forum / actor.IsWalking
« on: July 10, 2007, 10:34:10 AM »
What can we do with actor.IsWalking?
The goal was to find out if the actor is walking or not.
So we used actor.IsWalking and printed it on the screen. When in main menu, the game message says "no"
thats right, but when entering the game no such game message appears, wether "yes" nor "no".
So whats the trick? Or is there anything equal which can do this? Or is it only for direct control?
"Ready" is also no option, as we use a lot of random events for the actors, such as randomidle animations.

Any help?

74
Technical forum / Re: Reading the target coordinates
« on: July 10, 2007, 10:06:39 AM »
Yes of course we can, but the raw scripting of all game scenes is complete, means the actor can interact with all objects. Changing all these methods to new would take days.

75
Technical forum / Re: Reading the target coordinates
« on: July 10, 2007, 09:46:33 AM »
So it is possible e.g. to print then 800, 400 on the screen via Game message?
And the next thing: Is this working also with goto.object this?

regards

Martin

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