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Messages - vadbag

Pages: [1] 2 3 ... 5
1
Fixed / Re: Possibly a bug in WindowEdit
« on: May 26, 2009, 07:30:55 PM »
Thanks  ;D

2
Fixed / Re: Possibly a bug in WindowEdit
« on: May 25, 2009, 05:51:14 PM »
Errr..  No replies for a month? ??? So is it a bug?

3
Fixed / Possibly a bug in WindowEdit
« on: April 20, 2009, 07:53:33 PM »
Hi guys!

I use Vista. The FadeColor attribute doesn't seem to work in WindowEdit. When I change this attribute and save and close the window file, the change isn't there when I open the file again.   ::)

4
Technical forum / Re: Problems export 3ds Max to X format
« on: February 14, 2007, 11:41:20 PM »
Mnemonic, you are great as always!  ::rock
It works, I mean  ;D

5
Technical forum / Problems export 3ds Max to X format
« on: February 14, 2007, 06:41:19 PM »
Hello,
I've got a tricky question, but hopefully someone might help.

I created a low-poly model in 3DS Max and when I put textures onto it, I used different Map Channels for different areas of the mesh and differen UVW maps (sphere for the head, cylinders for body, arms and legs). When I convert this mesh to X, there is only one Map Channel and all textures are possitioned according to it's UVW coordinates, so the eyes, for inctance, are located on the neck, etc.

I tried to flatten the UVW and render to texture, but after flattening Max doesn't want to export in X, it just crashes (I'm using DirectX SDK). If I export to 3ds first, then the model receives all the seams and looks terrible, i.e. the mesh is distorted. Moreover, after saving this 3ds as X the model lays on its side, rather than standing on its legs.

Is there a way to export the model so that it looks the same way as in Max (correctly placed textures and correct position and no distortion to the mesh)

Thank you.

6
Feature requests, suggestions / Re: Improved actor's movements
« on: February 09, 2007, 06:54:21 PM »
Sorry, but a last try...  :)

What if the L-path is created via two straight paths? In other words, when the player Left clicks, the game checks, whether Scene.MouseY equals to Actor's Y position. If it does, then actor.GoTo(Scene.MouseX, Scene.MouseY); if it doesn't than actor first goes to Scene.MouseY and from there goes to Scene.MouseX  ;D I think, this might be done within scene.script

What do you think?

7
Feature requests, suggestions / Re: Improved actor's movements
« on: February 05, 2007, 07:30:22 PM »
To: Odnorf
Thanks! I see what you mean.

IMHO, this approach will make 2d artists' job more complicated, and the result won't be ideal...

To:Mnemonic

Can't the waypoints be used to make sure the actor avoids blocked areas (with L-path)?

8
Feature requests, suggestions / Re: Improved actor's movements
« on: February 05, 2007, 06:42:00 PM »
to allow the developer to define exactly which animation to use for each walking angle.
I don't quite understand what you meant...  :-\ Do you mean, there will be 360 directions instead of current 8? ??? If so, then there'll be huge number of sprites needed... Or is it something else?

9
Feature requests, suggestions / Improved actor's movements
« on: February 05, 2007, 03:37:23 PM »
When actor is made to go left or right and the position of the mouse click is slightly above or below actor's hot spot, he goes to the new point in a straight line. This looks unrealistic, since the actor's legs walk strickly right or left (as animated), but the actor also "floats" upwards/downwards.

My suggestion is to make the actor follow a so-called "L" shaped line in this case, so that if the position of Mouse click was slightly above/below the hotspot, actor firstly goes upwards/downwards (or in diagonal) until he's at the same horizontal level with the mouseclick point, and then goes right/left.

I've seen this approach in a game, made with "Point&Click Development Kit" Engine. This game, as an example, can be downloaded here:

http://www.how2make.ru/h2mgame.rar (8mb)

This approach, in my opinion, produces much more realistic results.  :)

10
Technical forum / Re: Extremely slow WME tools
« on: March 25, 2006, 08:50:01 AM »
Quote
I suppose it's completely random?
Looks like it.

Quote
No obvious causes, no disk activity in the background, virus scanners, Google desktop search,
Quite possible that something works in the backgound, I'll check.

Thanx!

11
Technical forum / Re: Extremely slow WME tools
« on: March 23, 2006, 12:20:59 AM »
Thank you, Mnemonic!
What I mean is when my actor walks (on the same scale) he sometimes walks slower, which looks like the fps getting lower for some time. However, the FPS is stable. This problem is only experienced in accelerated mode. May the both problems be a result of using ATI video card?
Thanx.

12
Technical forum / Re: Extremely slow WME tools
« on: March 22, 2006, 12:26:09 PM »
Just one more thing. I turned on Hardware acceleration in ProjetMan and SceneEdit, and now they open quite quickly (3-4 seconds), however, the setting windows still takes about 20-30 seconds to apear, which involves ProjectMan not responding.

And just one more thing I'd like to ask Mnemonik, which is not related to this problem, but still worries me. My actor sometimes walks slower sometimes faster, in other words with variable speed. Is it normal, or it's because my sprites are too big, or something else?

Thanx!

13
Technical forum / Re: Extremely slow WME tools
« on: March 22, 2006, 02:19:41 AM »
I think, it might be the problem of the scene editor, since I got wme_crash.txt saying:

---------------------------------------------------------
---------- WME crash report: 16-03-2006, 21:22 ----------
---------------------------------------------------------
SceneEdit.exe caused a EXCEPTION_ACCESS_VIOLATION in module SceneEdit.exe at 001B:0044F431
EAX=00000001  EBX=00000000  ECX=0109F3F8  EDX=00000000  ESI=010943E0
EDI=00000000  EBP=00000000  ESP=0012EBF0  EIP=0044F431  FLG=00010202
CS=001B   DS=0023  SS=0023  ES=0023   FS=003B  GS=0000
Stack trace:
(null)

Also when I open the scene editor it doesn't always appear on the Taskbar, moreover if I open a scene, and without changing anything try to close it, the Scene Editor asks whether I want to save changes  :o .

here is my wme.log just in case:

01:18: ********** DEBUG LOG OPENED 22-03-2006 (Release Build) *****************
01:18: Wintermute Engine ver 1.5.2, Compiled on Oct  9 2005, 18:45:22
01:18: Platform: Windows XP Service Pack 2 (Build 2600)
01:18: DirectX version: 9.0
01:18: BugslayerUtil.dll is bound
01:18:
01:18: Scanning packages...
01:18:   Registered 0 files in 0 package(s)
01:18: Initializing scripting engine...
01:18:   Script compiler 'dcscomp.dll' bound successfuly
01:18: Loading plugins...
01:18:   wme_sample_pixel.dll
01:18:   wme_snow.dll
01:18: Loading string table...
01:18:   29 strings loaded
01:18: Enumerating Direct3D devices...
01:18: Enumerating DirectDraw devices...
01:18: Enumerating DirectSound devices...
01:18: Available video devices:
01:18:   ATI MOBILITY RADEON X600 SE (accelerated)
01:18:   ATI MOBILITY RADEON X600 SE (non accelerated)
01:18: Available audio devices:
01:18:   Primary Sound Driver
01:18:   EDIROL UA-25
01:18:   MME EDIROL UA-25 Out (emulated)
01:18:   Realtek AC97 Audio
01:18:   [без зв

14
Technical forum / Re: Extremely slow WME tools
« on: March 21, 2006, 02:01:58 PM »
Hmmm....
Nothing seems to help.  :'( :'(
But thank you, that you don't leave me one my own with this problem!  ;D

15
Technical forum / Re: Extremely slow WME tools
« on: March 20, 2006, 02:52:38 PM »
Well, might be... What is my action in this case?

Thank you.

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