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Topics - Stucki

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31
i have created some dust particles moving inside of a light beam they have random alpha values set in the particle script
now i want to change the particle.alpha value from a script that is running inside the scene.

it should alter the alpha values of the particles when a lightning hits.
is this possible ??
greets
stucki


32
Done / individualy lighting for every 3d actor
« on: August 02, 2007, 07:26:57 PM »
it would be very useful for me if it would be possible to declare in the actor definition which light affects the actor and which not.
also it would be a great thing if i can turn the shadows off for some actors and on for others

for example
i have the main char running around in the scene. He should cast shadows and be lit by all lights except an aquarium light.

and i have some fish characters which should only be lit by the aquarium light and they do not need to cast shadows .

when the actor enters the scene for the first time ... all lights except the aquarium light are unlit
after a few seconds light after light fades in and the char is illuminated by them. but the fishes in the tank should only be lit by the aquarium light so that they stay the same.

Could this be added ?

by the way. many thanks for integrating the HSL commands. they work fantastic !!!

best regards
stucki
 
 

33
Technical forum / basic question
« on: July 28, 2007, 09:09:32 PM »
Hello, i am experimenting with methods but my problem is more basic programming nature i guess.
i have several entities that are for the lightlayers in every scene.

var Entlight1 =  Scene.GetNode ("lampe1");
var Entlight2 =  Scene.GetNode ("lampe2");
var Entlight3 =  Scene.GetNode ("lampe3");
var Entlight4 =  Scene.GetNode ("lampe4");
var Entlight5 =  Scene.GetNode ("lampe5");
and so on ...

i want to have a method that can attach a script to these entities

so i want to call the method lighton (any number from 1 to the amount of lightentities); example: lighton (3);

method lighton (number)
   {
   "Entlight"+number.attachscript "hjhffhjkhjfg.script";
   }

naturely this does not work. But how can i achieve this ?? i hope you understand what i want ...

thanks
stucki
 

34
Technical forum / have a 3d char walking and running
« on: June 20, 2007, 12:17:34 PM »
Hello again. its been  a while but i managed to get 3d characters working in our game chess-worlds.
now i have the char walking.
i have an animation for running also

how can i declare the running animation and where do i have to do it ?
and how can i implement the running animation on left double click ?

sorry if this have been explained already. i only found something in the czech forum but cant manage to understand enough of it ...

greets stucki

35
Technical forum / character creation in blender
« on: May 09, 2007, 08:20:04 AM »
Hello again.

i am sure there has been a similar topic before...

is it possible to create and animate the characters for wme completely in blender and is there a 100 % working exporter for this nice engine..
i want to hire some people on the blender forums for the creation of the characters. But i have to be sure it works perfectly before i do.
I found a publisher who wants to make chess-worlds with us and i want to sign the contract. But i cannot do the character job myself ...

So i have to be absolutly sure about it.
Does anybody use blender for the characters and how exactly does it work ??

greets stucki
 

36
Help wanted and offered / 3D - character creation and animation
« on: April 18, 2007, 10:06:54 AM »
Hy Guys.

Chess-Worlds / Schach-Welten has the chance to go commercial. We found a publisher who is very confident in our game.

but ....
we need someone who wants to do the character modeling and animation for the project and knows the way to implement them in this beautiful wintermute engine.

we can offer a prozentual part of the earnings we make by selling our game.
or we can pay a small amount per character [ realy small amount ]

come on guys .. is there anybody out there ??

www.schach-welten.de
 


37
Technical forum / SciTE and WME Integrator
« on: March 16, 2007, 09:00:50 AM »
i have just installed the update to 1.7.2. and the SciTE Editor is wonderful ... but the option compile is not highlited, so i cant activate it ??
any idea ??

greets stucki

38
Technical forum / problem with scene.scrollto / autoscroll
« on: February 23, 2007, 07:31:41 PM »
working on a demo for the publisher ...

i have a problem creating a cutscene in the engine.

the game should stay noninteractiv and scroll to the actor / a certain point.
i use the command scrollto.
but to have this working i have to set autoscroll = true
if i do that the game changes to interactive mode and skips all following actions i wanted to be done in the cutscene ...
is this a bug, or am i aproaching the problem in the wrong way ??

greets stucki

39
Technical forum / how to create a demo from project
« on: February 12, 2007, 11:50:09 AM »
Hello again ..

i want to know how i can make a demo from my game.

Problem is, i have about 30 scenes in my data folder but the demo will only use about 6 of them.
how can i compile a demo with the six scenes i need without rebuilding the whole projekt.
Otherwise the demo will have up to 500 MB and thats to much i think ...

Greets stucki

40
Game announcements / Schach-Welten / Chess-worlds
« on: February 08, 2007, 11:43:43 AM »
After a long time of asking stoopid questions and making vague promises ... we are finally proud to announce our 2.5D point&click Adventure Schach-Welten / Chess-worlds.
You may have a deeper look into the project at our new webside: www.schach-welten.de for further information

Greets
stucki

41
Technical forum / moving sky
« on: December 17, 2006, 08:09:25 PM »
hello
its been a while since i last asked for help, but here i am again bothering you ....

i am using some layers for the background animation of a sky. one sky layer and one to four cloud layers and they are all moving by script with different speed.
as far as i see it is limitated to pixel by pixel movement and sometimes doesnt look very smooth if the movementspeed is lower ...

now i have played secret files tunguska and wonder if it is possible to have an x-object plane as background and a moving large tileable skytexture on it ???
wouldnt that be very much smoother ??? is it possible in wme to have a texture moving ??


greets stucki.

42
Technical forum / button in inventory
« on: October 24, 2006, 09:57:28 PM »
Hello.
its been a while but now i got a question again .....

i have build a button in the inventory bar. but from what script can i query this button ??? maybe its just the time but i am not able to find the script where the inventory is managed ... has to be the same where the buttons "more" and "less" are queried but i didnt find it ...

anybody knows the trick ???
 O0 ::rock O0
stucki
 

43
Won't implement / idle animations
« on: July 08, 2006, 11:05:31 AM »
when an entity is created is has an TALKSprite and you can add more TALKsprites by script using AddTalkSprite ...

i think it would be very helpfull if there could be the same thing for IDLE-Animations like IDLESprite and AddIdleSprite ....and maybe a randomizeable variable for the time between them
it would reduce a lot of scripting work i think ....

is it possible to implement in the engine or am i just a lazy scripter ?!?

Greets stucki

44
Feature requests, suggestions / masking for wme
« on: June 29, 2006, 12:23:17 PM »
i think i asked for this befor some time ago, but i have not found the topic so i try again....

wouldnt it be nice to have the possibility of masking in wme. it would allow many very cool things.
like dustclouds only visibly in lighted region of the screen or some monitor effects .... there are so many situations ....
and it would be very usefull for the projected shadows, too ....

i think you already said something about it, but is it possible to integrate something like this in the engine ???
i think it would be worth the effort !!!

if i am repeating myself and bothering you with this question, thats really not my intention !!

greets
stucki
 

45
Done / adding a once attribute to the particle script
« on: May 26, 2006, 04:41:27 PM »
is it possible to add an attribute to the particle script that the particles are only emitted once at the start and then are killed normaly by there lifetimes

for example when the player moves a carpet there is a big dustcloud but this happens only once and could not be repeated.[ because the carpet cant be moved later on in my game ... ;)]
or when a cannon is fired ...

i tried to get it with the current features but like i understand it i can just call the DeleteParticleEmitter funktion after a given time and then all particles are killed at the same time.
maybe something like "StopEmitting" / "RestartEmitting" would be anouther worthy addition to the really impressive particle engine....

Greets
stucki


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