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Messages - redfox

Pages: 1 2 [3] 4 5 ... 9
31
Feature requests, suggestions / Re: Change the camera FOV
« on: December 08, 2008, 02:58:05 PM »
I thought of trying that, but because I wish to create the effect of the Camera FOV transitioning, I would need to add loads of cameras on the same spot, far to many too repeat for various scenes.

If I were going from 40 to 90 FOV, I'd need to change through 50 cameras. Annoyingly in the Scene Editor, (with my actors loaded into view) I can just grab and slide the FOV and see the effect I'm want to use, live!

32
Feature requests, suggestions / Re: Change the camera FOV
« on: December 08, 2008, 02:02:28 PM »
Hello. Yes, I know Wintermute can not use 'real 3D', but I still wish to change the Camera FOV on the fly through scripts, as I am not limited by using a matching 2d background art in such scenes.

33
Technical forum / Re: external file load/save
« on: December 08, 2008, 01:57:17 PM »
OK, Thank you. I shall have a look into that. I assume I will need to program something to remove those lines from registry, when the program is removed from the system.

34
Technical forum / Re: external file load/save
« on: December 04, 2008, 06:18:03 PM »
This would be for storing the states of approximately 30 global values, which need to be independent of the game globals, (as saved into save games).  When a save is reloaded, the independent globals would then also be 'reloaded' afterwards.

35
Feature requests, suggestions / Re: Change the camera FOV
« on: December 04, 2008, 03:18:10 PM »
I am not using a 2d Background, where I wish to change the FOV of the camera.

Because the FOV can be changed in the Scene Editor, can those controls be created in a scriptable version?

36
Feature requests, suggestions / Scriptable Light Placement
« on: December 04, 2008, 03:15:41 PM »
Would it be possible to add or remove or move lights in a 3d Hidden Geometry by using script?

E.g. If a 3d actor was carrying a candle, an omni bulb could move always in front of that actor. They would always be lit from the front and not the back, as they turn etc.

Additionally could the position, size and angles covering the placement of a spotlight be changed by script/code also?

Thanks

37
Feature requests, suggestions / Change the camera FOV
« on: December 04, 2008, 02:07:35 PM »
Can we have script to change the FOV of a camera, used in a 3d hidden geometry file, when in use in-game.

It would be helpful to be able to specify the camera by its name, and then set the FOV value. E.g. Scene.SetCameraFOV("camera-1",95); and to also 'get' the cameras existing FOV state, e.g. Scene.GetCameraFOV("camera-1");

Thanks

38
Technical forum / external file load/save
« on: December 04, 2008, 01:49:40 PM »
Can anybody point me at some examples on how to use the 'file object' code -  http://docs.dead-code.org/wme/generated/scripting_ref_file.html

I would like to save and load an external file, located at the same place as a save game file for my projects.

Inside the file I would like to store the states 'on' or 'off' of a few separate globals. How would I store them in that file, and then when loading the text file, pass those states back to the globals.?

Thanks

39
Technical forum / Bitmap fonts. Is example correct layout?
« on: September 19, 2008, 05:11:20 PM »
Hello,

I have a question regarding Bitmap fonts. I have been looking at the example image in the document files, (also, http://docs.dead-code.org/wme/inside_ui_fonts_bitmap.html) and also looking at the character layout in programs such as Bitmap Font Builder and FONtext. All 3 have a different placement for characters such as German umlaut characters or Spanish accents etc. Many characters seem to be in the same and apparently correct place.

Is the example http://docs.dead-code.org/wme/inside_ui_fonts_bitmap.html correct, and if so for which languages is it safe to use bitmap text for (based on the example template.) ?

Thanks.

40
Technical forum / Re: Run/WalkTo - Changing angular velocity?
« on: September 11, 2008, 06:33:02 PM »
Fantastic, I shall give this a try.

Thank You.

41
Hi,

I have set the actor.TalkAnimChannel=9; so that starting the talk animation does not interrupt the actors current playing animation. However at the end of a talk line the actor snaps back to the start of the normal idle animation anyway. How can I stop this happening?

Thanks.

42
Technical forum / Run/WalkTo - Changing angular velocity?
« on: September 11, 2008, 05:55:19 PM »
Hello, I'm trying the RunTo WalkTo methods to make the actor move at different speeds. How can I change the actors angular velocity's rather than just the Velocity? By default, my actor turns too slowly for use during a run animation.

Here is an example of what I would like to do, but adding this.Angular_Velocity = 120; didn't seem to work.

Code: [Select]
method RunTo(x, y)
{
  this.WalkAnimName = "Run";
  this.Velocity = 60;
 /this.Angular_Velocity = 120;
  this.GoTo(x, y);
}

43
As I said, I have a button with attached script, but I wish to change the state of a static image when this button is used?

44
Technical forum / Setting window Static images Visible in button script
« on: August 31, 2008, 08:31:28 PM »
Hello.

I have a static image loaded in my inventory window. By default it is set to Visible = False. I would like to set it Visible = True when using the MouseEntry script of a button (also in the inventory window).

I have tried using this code, but nothing happens, not even an error; Can anybody point me in the right direction?

mygfx is the name of the static image I wish to change in the inventory window.

Code: [Select]
var InvWin = Game.GetInventoryWindow();
var gfxvar2 = InvWin.GetControl("mygfx");

on "MouseEntry"
{
gfxvar2.Visible = True;
}

Thanks.

45
Game announcements / Re: "The Lost Crown"
« on: June 24, 2008, 03:23:50 PM »
The game is the same, it's the installer which was...'re-branded', and dropped the accompanying 'making of', treasure map and introduction. The EU version sees those items reinstated.

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