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Messages - Serious.Ray

Pages: [1] 2
1
Scripts, plugins, utilities, goodies / Scene Template 1280x720
« on: June 08, 2012, 01:57:10 AM »
Hey there,

I created a 1280x720 template for a basic scene because I needed it, since the new standard in terms of point & click resolutions is 1280x720, I heard. ;) It's nothing special but I had to set it up first and I thought it might get in handy for some people.

http://www.mediafire.com/?1gpnhjnbux3gae3

Have Fun!  ::wave

2
Technical forum / SPRITE vs. IMAGE ?
« on: March 20, 2012, 01:10:09 AM »
Hey there!
Since I'm attempting to write a small management tool for the items list (with Java), I'd really like to know what the difference between the attributes/variables SPRITE and IMAGE is, if there is any. Which one should be used by the tool to write the items.items file, if they are identical? IMAGE is apparently not documented and only used in the WME 3D demo.

3
Technical forum / Re: Problem with blocking areas
« on: March 25, 2011, 12:18:22 AM »
Sorry for bumping, but doesn't anyone solution find a the error? I don't get where the problem is...Might it be related to the camera? I had to override the 3ds intern FOV setting but that shouldn't keep it from working, right?

4
Technical forum / Re: Problem with blocking areas
« on: March 18, 2011, 01:49:18 PM »
Actually you can use the 3D techdemo project and paste the files in a new folder called e.g. "park" in X:\Program Files\WME DevKit\projects\wme_demo_3d\data\scenes\. Change the avatar scale in the act3d file to 2.5 and there you go. We have no custom character just yet and the only thing I changed at this project is, that I added basic scripts for objects and added some text. I didn't go any further yet because I saw it as important to check out how the engine works and what is possible first, at least the basics.

5
Technical forum / Re: Problem with blocking areas
« on: March 17, 2011, 02:00:29 PM »
Anyone experienced this problem? Were you able to solve it?
Here you can see an ingame screenshot. Gman there is just for testing purposes ;).


Since I need those objects for shadows I would like to avoid 2D pathfinding since it means double work on each scene.
The project size is 1920x1200, the picture and the game size setting in 3D settings aswell. I ran it in windowed mode.
I also created a .geometry file with the same name as the .3ds file to make sure the objects are interpreted correctly.
It looks like this:
Code: [Select]
GEOMETRY
{
  NODE
  {
    NAME = "walk_*"
    WALKPLANE = TRUE
    RECEIVE_SHADOWS = TRUE
  }

  NODE
  {
    NAME = "blk_*"
    BLOCKED = TRUE
  }

  NODE
  {
    NAME = "wpt_*"
    WAYPOINT = TRUE
  }
}
Those are the scene files:
You may not redistribute the following files in any way. All copyright belongs to the various contributors of Crowbar Solutions (our group).
There are 2 options to get the files:

1. Zipped files:
http://www.mediafire.com/?aobk8k7pz5tv7oe

2. Separated files:
http://www.mediafire.com/download.php?csakyeuaovzccgc
http://www.mediafire.com/download.php?t9g54sg2bmfau1l
http://www.mediafire.com/download.php?dayy12dt6ypf9qw
http://www.mediafire.com/download.php?53r95dgdi3sqvwm
http://www.mediafire.com/download.php?axrciy641oewgg7
An actor scale of around 2.0-2.5 should be ok.
If you need more info please ask.

6
Community bulletin board / Re: WME BOOK is online
« on: March 16, 2011, 10:25:51 PM »
I really hope you'll be able to :o. It would be a big help. :D

7
General Discussion / Re: TinyWME
« on: March 15, 2011, 08:23:06 AM »
Sounds awesome! :D ::rock

8
Community bulletin board / Re: WME BOOK is online
« on: March 14, 2011, 11:31:37 PM »
Sadly the last topic in the WME Book is from 2008/01/10 14:25  :'( I'd really appreciate if you keep going. WME2 could still take some time from what I read, your work wouldn't be wasted!

9
Technical forum / Re: Screen resolutions
« on: March 14, 2011, 11:07:57 PM »
Bad news but thx for the quick reply. Now this is one point that really should be changed in WME2!

10
Technical forum / Re: Screen resolutions
« on: March 14, 2011, 09:02:26 PM »
Since I basically want to discuss exactly this topic I didn't create a new topic.

Is this limitation still around?

Because I would like to render the pictures in HQ like 1920 x 1200 but of course barely a majority can use this resolution, me excluded aswell atm. I can only use 1680 x 1050 but I would like to run the game in fullscreen nevertheless. Now when I try to do this the screen simply stays black. Is there a way to fix this meanwhile? (I was running fullscreen, Use Desktop Resolution checked but greyed out)

11
Technical forum / Re: Important: WME forum - the only support channel
« on: March 14, 2011, 07:48:45 PM »
One issue why you get so many questions might be the documentation of the engine. The documentations would have to be updated so that you don't spend hours in the forum browsing though threads that may or  may not contain a solution. They WME Book is a nice idea unfortunately there are a lot of red pages that would really help me out XD. Especially the 3D section is barely documentated which results in much try and a failing and asking. Another issue is that info is splitted over 3 sections: WME Resource Center, WME Book and Forum. The Forum being the place with most info, unfortunately rather unstructured info and many dead ends. Don't get me wrong! I know it's a whole lot you're doing, and I'm aware WME is free but maybe you could reduce your workload by completing the WME Book documentation. Or maybe some mods and supporters could help, since you all know the engine better than those who come here to look for info. I'll try to complete it aswell after my various problems have been solved.

This goes to all of you people! Please help to complete the documentation!!  ::rock

12
Technical forum / Re: Problem with blocking areas
« on: March 14, 2011, 06:11:30 PM »
Hey,
I've got a pretty similar problem:

I've got a prerendered 3D scene and some "working" geometry. By working I mean it's displayed in the Scene Editor and in-game. I have some objects in the 3d geometry that are called blk_putnamehere according to the WME convention. I also have a camera and a floor with walk_putnamehere. The floor works fine but the blk_ objects don't do their job! They don't block the 3D actor. I saw that in the 3D techdemos there are wpt_ blocks aswell, so I wanted to make sure that it's because of those that it's not working. I imported the official 3D Techdemo .3ds geometry file and deleted the wpt_ objects and reexported it. The blk_ objects still seemed to do their job there. I don't get what I'm doing wrong...Do I really need those wpt_ objects?

I woudn't like to use 2D blocking areas if possible.

13
I'd be really happy to be a tester! :D

14
Sorry for double posting but I have an idea. Alternatively to exporting the camera with 3DS you could also add support for camera data you can export with Blender :D! That might be easier to achieve.

15
Scripts, plugins, utilities, goodies / Re: Blender Export Script...
« on: January 11, 2011, 01:23:36 AM »
The exporter shipped with the newest version of Blender 2.5 is quite good. It's still being improved and the developer is going to add the template for the some wintermute engine soon. http://projects.blender.org/tracker/?func=detail&atid=469&aid=22795&group_id=153
That's the link to it.

Settings to make:
The system remains: Left-Handed
If your model is rotated correctly according to the Blender viewports you should uncheck the "Rotate X 90 Degrees" option.
I'm checkin only
"Export Textures"
"Export Armatures"
choose "Animations:" -> "Keyframes Only" (thanks to an update now only the range of the keyframes you set in Blender is exported and not all available keyframes).
You can check "Verbose" to take a look in the console and see if there are any errors exporting it.

It might take some while exporting in which Blender might seem frozen.

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