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Topics - FogGobbler

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Technical forum / hlsl - reflecting surfaces?
« on: February 05, 2011, 12:37:32 PM »

Has anybody tried to get a reflecting shader working, i.e. for mirrors ? I guess it could be done, but I´m not a HLSL guru..


Feature requests, suggestions / WME 2.0 - news?
« on: November 18, 2009, 09:58:03 PM »

Any news about the WME 2.0 ? How are things going on?

Best regards,

Technical forum / Distance between actor and object?
« on: February 27, 2009, 01:06:50 PM »

Is there a way to find out the distance between the 3D actor and a hotspot-region (GoToObject-Position)?

That could come in quite handy, because then the character could automatically run to an object, if the distance is large.


Technical forum / Animation judder
« on: February 25, 2009, 08:23:57 AM »
Hi, again!

I need your help again, sorry, guys.

I want my character to drink something, then hold the glas at his mouth, say "This is nice..." and then drop the hand with the glas.

So I´ve got three animations defined in my X file

drinkCoffee 0-30
holdCoffee 30-30 (looped = true)
dropCoffee 31-60

This is the code:

Code: WME Script
  1. actor.PlayAnim("drinkCoffee"); // move glas to mouth
  2. actor.PlayAnimAsync("holdCoffee"); // hold glas at mouth position
  3. Sleep(300);
  4. actor.Talk("Ahh");
  5. Sleep(2000);
  6. actor.PlayAnim("dropCoffee"); // drop hand

It works, but I get a nasty judder between the animations. Setting the transition doesn´t help  :(

Technical forum / Talking and playing an animation at the same time...
« on: February 24, 2009, 11:10:19 PM »

I want to play a certain animation when my character talks something, but I don´t want ot use the standard "talk" animation, because it´s too random, if you know what I mean.

I´ve tried:

Code: WME Script
  1. actor.PlayAnimAsync("talkGesture02");
  2. actor.Talk("I now am talking something. I don´t really know what to say. I´m really quite dumb.");

But my animation gets cut off as soon as my character starts to talk.

I thought thiswould work..

Code: WME Script
  1. actor.TalkAsync("I now am talking something. I don´t really know what to say. I´m really quite dumb.");
  2. actor.PlayAnim("talkGesture02");

.. but he doesn´t want to talk to me.

Then I tried this..

Code: WME Script
  1. actor.PlayAnimChannelAsync(1,"talkGesture02");
  2. actor.Talk("I now am talking something. I don´t really know what to say. I´m really quite dumb.");

.. and that works, but after playing the animation it "jumps" back to the idle animation. Setting the transitiontime didn´t work, because of the different channels (?).

Thankful for any help,

Technical forum / Urgent question : actor in region
« on: February 10, 2009, 02:45:58 PM »

Sorry, but I have an urgent question..

How can I see which actor is in a region? I´ve got two 3D actors, one named "actor" and the other "dog". Now I´ve set up a trigger zone with the "ActorEntry" event, but I only want the dog to trigger the event, not the main character called actor.


Done / Ambient light for specific 3D actors
« on: February 06, 2009, 06:03:49 PM »

Well I´ve solved the problem with the sky-3D-actor (

The problem was that it wasn´t lit up properly, causing verys strange black patches on the sky actor  ::slug

So that´s why I come up with my feature request.

Would it be possible to add something like 
Code: [Select]
actor.ambientlight = makeRGB(r,g,b,a)so that a specific actor has a "global" light, but doesn´t affect the other 3D actors.

That would be very useful, because I could use that to light up the sky actor, without affecting the other 3D actors.

Technical forum / "3D Sky actor" making problems..
« on: February 04, 2009, 02:32:32 PM »

I´m using a "3D sky actor" for my ..ehm.. sky.

I just use a cylinder that slowly rotates round the scene. At the beginning everything is fine:

But after a while the sky vanishes, leaving behind a "black hole" ;-)) . After a while it turns up again...

I´ve turned on drawbackfaces and fiddled with the normals, but nothing works :-(

Game design / Channel animation problem in Max
« on: January 31, 2009, 10:29:22 AM »

I´m using max for character animation, but I´ve got problem with the "PlayAnimChannelAsync" - animations.

I know that the "channel" animations should only have keyframes on the parts of the body the animation uses and none on all the rest so thatonly the channel animation overrides the "normal" animation. I hope you know what I mean..

Now in max I´ve deleted all keyframes of the rest of the body, but if I look at the file in fragMotion there are keyframes everywhere. If I delete them in fragMotion, everything works fine, but that isn´t very good for my workflow.

It sounds stupid, but how can I delete all (but the ones needed) keyframes in max?


Not a bug / Right/Left double click on 3D actors
« on: January 31, 2009, 12:41:41 AM »

I´ve noticed a possible bug.

The "RightDoubleClick" and "LeftDoubleClick" events don´t seem to work on 3D actors.

Technical forum / Turning animation
« on: January 29, 2009, 02:34:06 AM »

Still having problems with my turn animation. This time a technical problem  ::slug

Since a can´t make a loopable turning animation I´ve set is to loop=false.

Now the character turns nicely, but if it turns more than a quarter circle, the animation starts to jerk/flicker, and sometimes you can see the "Da Vinci" pose of the character for a millisecond.

Please give me some advice...

Technical forum / SkipTo problem
« on: January 28, 2009, 10:32:55 PM »

When I change to another scene the character jumps/jerks to its starting position (defined in the scene_init file - SkipTo() ) and doesn´t start there imediatly.

Edit:Solved :-)

Game design / Turning animations
« on: January 28, 2009, 10:07:11 AM »

I´ve got a problem with my 3D character turning animations. I use 3d max, character studio and the the footstep mode to set the footsteps. But I don´t really know where I should put them. So far I´ve I´ve turned the character about 90° and saved the animation in "in place mode".

Then in WME I set the turnright animation to loop = false and adjusted the turning speed.

It sort of works, but when the agle is bigger (150-180) the animation jerks.
Any ideas?


General Discussion / WME development..any new news?
« on: December 15, 2008, 05:12:37 PM »

Any news about the WME-to-OGRE-project or the new scene-manager?


Technical forum / actor script...
« on: September 26, 2008, 08:50:23 AM »

When (and how often) does the engine call up the script that is connected to the actor? I assume it gets called upon once when I load the actor and remains in memory until I unload the actor, right?


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