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Messages - anarchist

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196
Technical forum / Re: Transparent images in Windows
« on: February 06, 2011, 05:57:25 PM »
Thanks odnorf those files work perfectly and thanks everybody for your answers. Sorry to be a bother but it was annoying not being able to do something so trivial. If I find out was I was doing wrong I will let you know.

197
Technical forum / Re: Transparent images in Windows
« on: February 06, 2011, 04:02:13 PM »


This is one of the images I have been working. Obviously it is not transparent. Could you please upload a working example?

198
Technical forum / Re: Transparent images in Windows
« on: February 06, 2011, 03:43:40 PM »
I have searched this multiple times and the results I always get is how to make some parts of the image fully transparent, while what I am looking for is for a black image than is see through (like the rectangle in the GITS dialogue), so I can place my dialogue text inside it.

199
Technical forum / Re: Transparent images in Windows
« on: February 06, 2011, 01:53:04 PM »
I solved the issue where I set an image to a static control and it did not show, it was something stupid on my behalf  :-[

But, from what I have found so far, .png cant handle opacity. I get this warning whenever I export a .png from GIMP. It just exports an image with grey background and that is also how Wintermute shows it in the game.



200
Technical forum / Re: Transparent images in Windows
« on: February 06, 2011, 02:42:21 AM »
I was talking about something like this: http://www.ghostinthesheet.com/dialog.jpg

metamorphium, how do I create that transparent rectangle that is placed behind the actor's portrait and contains the dialogue text?

What I do in GIMP is create an image with the right dimensions, filling it with black colour and reducing the layer opacity. In GIMP it shows it as I wish but exporting it to .png creates a grey image. I do not understand what you mean by RGBA.

As for why it was not visible when I added the image in the Window, I think that particular .png I tested was exported in a way that Wintermute cannot recognize.

Thank you all for your responses and I hope you can help me further.

201
Technical forum / Re: Exchange of images in the same scene
« on: February 05, 2011, 02:33:53 PM »
1. if you want to change the background image regardless of where you click, anarchists' way would be the way to go (although his code is wrong).
??? Where did I go wrong?

202
Technical forum / Transparent images in Windows
« on: February 05, 2011, 02:18:58 PM »
I am creating a dialogue window, with some similarities to GITS.

I plan to have the two participants portraits at the top and bottom of the screen. I want to create an effect, a rectangle that starts black behind the image portrait and fades as it goes away from it.

I am using the blend tool of GIMP to crate the image with the effect I want. I add transparency in its background and I have the result I want.
I create a window and then a static area with the size of my image. But, trying to add the image seems to have no results. The image path (interface/dialogue/dialoge.png) is added but I cannot see the image.

My questions are:
1)Does Wintermute support this or do I have to use a workaround?
2)How should I export the image in GIMP so that Wintermute can handle such effects? (so far I have been trying .png, since .jpg cannot handle transparency).

203
Technical forum / Re: Exchange of images in the same scene
« on: February 01, 2011, 03:58:44 PM »
Lets say your door is named door1. You can script it as:

on "LeftClick"
{
    door1.SetImage("path_to_image);
}

204
Scripts, plugins, utilities, goodies / Re: Rain particle effects
« on: January 30, 2011, 05:51:32 PM »
Excellent seems pretty realistic. Is it possible to use this in our game?

205
Done / Debugging console Wathces
« on: January 30, 2011, 05:16:14 PM »
I hope this has not come up before, because I think it is a bit obvious.

It would be very helpful if the debug console had "Watches" functionality, meaning that you can set a watch on a variable and be able to see its value at any time. Such a feature would be a great aid during debugging.

206
Technical forum / Re: Dynamic Verb Choices
« on: January 30, 2011, 05:12:41 PM »
I have achieve this by creating a static menu with 4 buttons and dynamically changing the image of each button. It is necessary to place the action of each button in global variables. I think it is a quite efficient way to do this. Anyone have any better suggestions?

207
Technical forum / Re: User's Window
« on: January 25, 2011, 07:07:12 PM »
You can do it using the WindowEdit tool that comes with wintermute. Check this http://res.dead-code.org/doku.php/wmebook:ch12_1 and also go to Help->WME Documentation. Go to "Inside a game" and select "User Interface Layer". Then select "WindowEdit Tool".

I am not giving you a solution because the two sources I gave you are very well structured and will give you a good start. When you have designed your window, you will be able to come back and give more specific questions.

208
Technical forum / Re: Mouse Event and other important questions
« on: January 25, 2011, 09:58:24 AM »
Perhaps DarioP has in mind a riddle of the kind:

Character sees a wire with a plug that is unplugged. The user has to click on the wire, keep the left mouse button pressed and then move the wire and plug it on a power source. Thus, it is necessary to handle a LeftMousePressed event while the mouse moves among regions.

209
Technical forum / Re: Timer in Wintermute
« on: January 25, 2011, 09:53:32 AM »
How silly of me  ::slug

Actually, the specific link in the book is this:
http://res.dead-code.org/doku.php/wmebook:ch3

The writer explains the use of daemon scripts with the example of a bomb.script. Novrick can use this as an example to create a timer. As for depicting the timer value, I guess it is not difficult to make that out.

210
Technical forum / Re: Dynamic Verb Choices
« on: January 25, 2011, 09:48:43 AM »
Thank you Mnemonic and let me first congratulate you for Wintermute. More thanks and congratulations will come when (and if) we complete our game  :)

To further my query, from what I understand, it is necessary to create your "Actions Window" beforehand. Therefore, you need to create a somehow static action selection. Do you mean that I can the dynamically add or remove actions from the Actions Window, whenever the user right clicks on the item/NPC (through script of course)?

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