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Topics - Jyujinkai

Pages: 1 2 [3]
31
Technical forum / Dose WME Support Image Blending Options?
« on: September 25, 2007, 09:17:57 PM »
Can you use additive, subtractive or anything like that on a sprite?

For effect sprite animations?

(You can use a png alpha blend to "darken" with a sprite btw)

32
Hi I was woundering if it is possible to have a scene like this...

Example Scene setup
  • Normal 3D Scene
  • Has a Camera
  • Has 3Ds Mesh floor thing
  • Has 2 3Dactors in it (filmed from scene camera)
  • When the player actor talks to the other actor have a SECOND camera + 3rd 3DActor (copy of guy your talking to) Filmed from a 2nd camera... as and overlay.

Example

33
Technical forum / How do you trigger and animation on a new actor?
« on: September 25, 2007, 03:16:03 AM »
I'm trying to trigger an animation in a actor file so the animations play at the scene load.. so far the object is loading and stuff.. but i am curious what to do to get animations to play...

Code: WME Script
  1. // Load Main Actor
  2. actor.SkipTo(581, 649 );
  3. actor.Direction = DI_UP;
  4. actor.Active = true;
  5.  
  6. //load test object
  7. var test = Scene.LoadActor3D("actors\ball_test\ball_outside_inn.act3d");
  8.   test.SkipTo(515, 587);
  9.   test.Direction = DI_DOWN;
  10.   test.PlayAnim(Animation_Move)

and the test object just sits there doing nothing... . .. .  . . .  This is teh animation bit from the act3D

Code: WME Script
  1.   ANIMATION
  2.   {
  3.     NAME="Animation_Move"
  4.     LOOPING=TRUE
  5.   }

When previewing the act3D file in project manager i can see teh animation looping.

34
Jyujinkai's Continuing Tutorials for Nubs and the Programming Impaired (like me)
(sorry but i can only properly support windows)

Haveing multi entrence and exits to and from your zones.

Summery

The default scene files that come with WME have set start positions for the actor as soon as the room loads. For most cases this is fine. Though in some cases you will find that you need to have different start locations in the same room.

The prime example of this is if you have a large main room, with a number of exits all leading to different rooms. If you enter the main room from one of these doorways you want to have the actor appear near the doorway.

Lets have a quick look at the default scenes_int.script file that come with WME

Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. // here comes the stuff which initializes the scene
  4.  
  5. actor.SkipTo(400, 400);
  6. actor.Direction = DI_DOWN;
  7. actor.Active = true;
  8.  
  9.  
  10. ////////////////////////////////////////////////////////////////////////////////
  11. // scene state
  12. global StateRoom;
  13.  
  14.  
  15. // default values
  16. if(StateRoom==null)
  17. {
  18.   StateRoom.Visited = false;
  19.   // add scene states here
  20. }
  21.  
  22.  
  23.  
  24. ////////////////////////////////////////////////////////////////////////////////
  25. // setup scene according to state variables
  26.  
  27.  
  28.  
  29. ////////////////////////////////////////////////////////////////////////////////
  30. if(!StateRoom.Visited)
  31. {
  32.   StateRoom.Visited = true;
  33.  
  34.   // this is our first visit in this scene...
  35. }

Ok the bit we are interested in is

Code: WME Script
  1. actor.SkipTo(400, 400);
  2. actor.Direction = DI_DOWN;

What this means is as the scene is loaded it will take the actor and "SkipTo" (place) it at the cords 400, 400 and also point the actor in the DI_DOWN (Direction Down). So. by simply editing these values you can change the start position of you actor whenever the scene loads.

OK... The Good Stuff

Here is a layout of our scene


We have a long hallway and a room at each end. If you exit the kitchen, when the hallway room loads you want the actor position to look like he just left the kitchen, same for the ballroom... so depending on witch room you exit you want a different position for your actor in the hallway scene.

Ok..... for easy sake i will use the initial scene transition code from the tutorials. This is strait from the manual tutorials that you all have done. It is the bit that uses a entity with a actor position code in it and a script to move the actor to the entity and then change scenes on a left click.

So.... the Kitchen and the ballroom both have this code on an entity witch you left click to enter the ballroom.

Code: WME Script
  1. on "LeftClick"
  2. {
  3.   actor.GoToObject(this);
  4.   Game.ChangeScene("scenes\ballroom\ballroom.scene");
  5. }

Ok... enough background....

Passing a global variable between scenes

So lest do this.... The way it will work is that we will define a variable, witch is passed from one scene to the other. witch can then be tested in the hallway scene, thus enabling the hallway to identify  witch scene the variable came from. And this is how you do it.

1) Change the transition code in the kitchen entity script from the default (written above) to this new code.

Code: WME Script
  1. on "LeftClick"
  2. {
  3.   global ExitSceneGV = "kitchen2hallway";
  4.   actor.GoToObject(this);
  5.   Game.ChangeScene("scenes\ballroom\ballroom.scene");
  6. }

Pause and understand what has happened

All we have done is added a single line of code "global ExitSceneGV = "kitchen2hallway";" to the transition script. All it is doing is defining a global Variable for our project called ExitSceneGV (Exit Scene Global Variable). A Global variable is a variable that is not bound to any location it can be accessed from anywhere. As in acessed in one scene, and then another scene.

You can use this same Global variable for your entire project for your simple scene transition needs, so name it easy to spell and unique.

Ok.. so we have our global variable "ExitSceneGV " and it contains the information "kitchen2hallway". So lets see how to use it!

1) Load up your ballroom scene's scene_int.script. It will look like the code at the top of this tutorial.

2) Find and delete these lines

Code: WME Script
  1. actor.SkipTo(400, 400);
  2. actor.Direction = DI_DOWN;

3) Replace them with these lines.

Code: WME Script
  1. global ExitSceneGV ;
  2. //Enter from Kitchen
  3. if(Game.PrevScene=="kitchen")
  4. {
  5.   if(ExitSceneGV == "kitchen2hallway")
  6.   {
  7.         actor.SkipTo(400, 400);
  8.         actor.Direction = DI_DOWN;
  9.   }
  10. }

Pause and understand what has happened

The scene initialisation script is loading the scene as it dose so it loads the global variable, it then uses a TEST, with the IF loop. It breaks down like this.

1) First it dose a test to see if the previous scene was the kitchen scene
2) It then dose a test to see if the global variable it has loaded is the correct one. (the variable was set as you left the kitchen zone)
3) If those tests are true.. then it will execute the actor placement code. Witch is

Code: WME Script
  1. actor.SkipTo(400, 400);
  2.         actor.Direction = DI_DOWN;


That is it you have tested the variable and done what is needed... the next step is to do the same things for the ballroom.... the code looks like this

Ballroom exit scene script

Code: WME Script
  1. on "LeftClick"
  2. {
  3.   global ExitSceneGV = "ballroom2hallway";
  4.   actor.GoToObject(this);
  5.   Game.ChangeScene("scenes\ballroom\ballroom.scene");
  6. }

And the scene_init.script for the hallway is now

Code: WME Script
  1. global ExitSceneGV ;
  2. //Enter from Kitchen
  3. if(Game.PrevScene=="kitchen")
  4. {
  5.   if(ExitSceneGV == "kitchen2hallway")
  6.   {
  7.         actor.SkipTo(400, 400);
  8.         actor.Direction = DI_DOWN;
  9.   }
  10. }
  11. //Enter from Hallway
  12. if(Game.PrevScene=="ballroom")
  13. {
  14.   if(ExitSceneGV == "ballroom2hallway")
  15.   {
  16.         actor.SkipTo(400, 400);
  17.         actor.Direction = DI_DOWN;
  18.   }
  19. }


That is it your done!!! Simple make sure the SkipTo is set to diffrent values and the actor will apear on diffrent sides of the room!!!!!!





Additional

If you have a U shaped hall witch exits into a single room but on different sides you need to slightly modify this code.


So in this one you have 2 exits from another hallway room that have different actor positions in the ballroom. Do all the transitions things the  same as before.. so just trigger your scene change and at the same time and define the global variable. (remember use the same variable for your entire project)

Here is the new code.. you basically need two tests instead of one... so unlike the scene_init.script code above.. here is your new one.

Code: WME Script
  1. global ExitSceneGV;
  2. //Right Stairs
  3. if(Game.PrevScene=="hallway")
  4. {
  5.   if(ExitSceneGV == "hallway_exit01")
  6.   {
  7.     // we went the way we came
  8.         actor.SkipTo(856, 227);
  9.         actor.TurnTo(DI_DOWNLEFT);
  10.   }
  11.   else if(ExitSceneGV == "hallway_exit02")
  12.   {
  13.     // we went around to other side
  14.         actor.SkipTo(147, 231);
  15.         actor.TurnTo(DI_DOWNRIGHT);
  16.   } 
  17. }

There you go that is it.... same as before but this time you are doing more tests on the variable ... you can add as many else (rooms entrances) as you want with this method.



Hope that help!!! Remember i am a beginner as well.. as I learn somthing that confused the hell out of me i will post a tut on how to get past it...

Have fun!!!

35
I have a room that is needed for continuity but it is just a hallway and i see no reason for the player to both with it.. so I am trying to make the actor automatically move though the scene and then load the new scene while stopping the player from having any way to interacted or stop the movement.


I have almost got it working....

Code: [Select]
scene_int.script
actor.Active = true;


if(Scene.Name=="kitchen_enter")
{
Game.Interactive = false;
  actor.SkipTo(684, 883);
  actor.Direction = DI_UP;
  actor.GoTo(493, 644);
}

So the actor is loaded up
Positioned
turned
then walks to the cords
I then have a region in the scene that as the actor walks though it it will auto load the new scene.

So everythign works...

BUT for some wierd reason the actor is always facing the wrong position when the scene loads.
It is suposed to come in @   
actor.SkipTo(684, 883);
actor.Direction = DI_UP; (and if i comment out the goto line it IS)

but it the goto line is not commented out then the toon apears facing the wrong way so it needs to do a 180 degree spin before it starts moving.

Any ideas?

36
Technical forum / How do you load the same room from multi angles?
« on: September 23, 2007, 07:55:33 AM »
I have a room that has entrances from three other rooms AND two of those rooms have 2 exits that both lead to the same room...



So upshot is that the green and the blue room have two separate exits that lead to the ONE room and each exit appears on a different location in that one room.


I was using

Code: [Select]
if(Game.PrevScene=="stairs_right_inn")
{
actor.SkipTo(195, 205);
actor.Direction = DI_DOWN;
}
if(Game.PrevScene=="stairs_right_inn")
{
actor.SkipTo(830, 205);
actor.Direction = DI_DOWN;
}
if(Game.PrevScene=="enter-left")
{
actor.SkipTo(514, 716);
actor.Direction = DI_UP;
}

as it can load a new actor start pos based on the last scene but HOW do i handle the green and blue room... where that last scene call will not work as there are TWO different positions in the main room from two different exits in each of those rooms.

37
Hi there....

I have been playing a lot with rooms recently and have a question about actor scaling. You are able to easily set 2 scale values to be interpolated though using those big green lines in the editor.

I have designed a room witch is a deep hall, with two stair wells on either side. The actor walks to the end of the room to load the next rooms. The play can also walk UP either of the stair case to get to the upper floor. The problem is that due to the perspective in my drawing the scale for the end of the room is not right for the top of the stairs.



I can see that it is easy enough to set regions to have there own default scale... ... is there a way to set a interpolated value between two values that only effects the region?

This is what i was hoping to do....
  • Set the room scale with the normal 2 green bars.
  • Then as soon as the actor walks over a region i set up for the stairs it switches to the regions scale settings
  • I set the bottom of the new region scale to equal the scale of the actor when it enters the region
  • I set the top of the stairs to the needed scale... witch is different form the global scene scale values.

The other idea was if you can set a multiplier on the region... so any scale value from the two green lines is added onto or subtracted from... so a world scene scale of 100% = 95% on the region only... ythis would also allow me to have the separate scales.

The other way was to use the actor.scale script function but as far as i can see it only works on a single cord... X for example... I would need both the x,x cords to do teh smooth scale over the region?

38
Jyujinkai's Continuing Tutorials for Nubs and the Programming Impaired
(sorry but i can only properly support windows)

How to Transcode a OGG files from an existing video and audio files on your Harddrive

Summery
RTFM - "The video codec [therora] is hardcoded in WME, you don't need to install any external codecs with your game."
RTFM - "File format for storing the sounds - OGG files – Ogg Vorbis files are compressed sound files, similar to the popular MP3’s. Unlike MP3, the Ogg Vorbis is an open format and it provides better sound quality."

So in order to properly use video in WME it is by far better to use OGG files than any other format due to the native WME support. Also it is far better to use OGG for sound as like an mp3 they are a bazzillion times smaller than wav files yet still retain a high level of audio quality, as well as also being a native WME format.

So this tutorial we will learn how to transcode any video or audio file on your harddrive into a ogg video or audio file ready for use!!

Software you will need

VLC Player - http://www.videolan.org/
Codec Pak - http://www.illiminable.com/ogg/

Transcoding Video

1) Load the VLC Player and go to "File/Wizard"


2) Select "transcode/save to file"


3) Select "Select Stream" and hit "Browse"


4) Hit "browse" again and Select your input file


5) Select "Transcode Video and Transcode Audio
 - Set the video to THEORA
 - Set the Audio to VORBIS
(if resulting file it to large re-encode using lower bit rates)


6) Select OGG (it should be the only thing you can select


7) Select your output file name and folder


8 ) When you hit finish the transcode will start. NOTE - You will NOT see any video. If the video file you are transcoding is big, this MAY take a while. The VLC "progress" bar is small so it may look like it is not moving at all when it first starts. Try stretching the player to the length of your screen to get a better update on progress.

Transcoding Audio

This is exactly the same process as the way to make the video. The only difference is that you do NOT tick Transcode Video when the option comes up in step 5.



Some Notes

  • Remember you can transcode audio directly from a video file and not include the video
  • When selecting your video / audio file (step 3) you can add a time index in and out point, allowing you split your video and audio


See ya
Have fun!!!

39
In CMK2901's guide to Theora video conversion thread on the wikki is says.....

"4) Check the “Stream output” checkbox and click “Settings...”"

Where is this check box... i load VLC, load the avi i want to convert, and can not find these options anywhere... can somone please take a screenshot of these options for me?

Also on a side note it says ion the manual the audio needs to be uncompressed.. is this true if you encode an gg file with ogg audio and theora video?

40
Technical forum / Please where do i Start??
« on: September 19, 2007, 04:22:02 AM »
Hi I kow this question must get asked a billion times but i can not seam to find any tutorials on how to get into this program.

I have done the tutorials that shift with the manual but they do not really explain how to get a project off the ground as they are all about editing existing projects. Also they are just about the set up of a room. The tutorials do not go into inventory, creating actors from scratch 2D or 3D and a host of other major function essential to creating even a basic 2 room test game. Also i found no tutorials on including FMV in your game. I understand you guys use the thoora codec.... and ogg for full sound (not midi). I found no tutorials going into detail about this either. Can you use other video formates? Eg XviD (another free open source mpeg4 compressed format)

Dose anyone have any tutorials on how to start a new project from scratch? Or is that not a good idea.

Also there seams to be no tutorials on how to use 3D Charicters? Are there any tutorials you guys know about this.

Any help or suggestions welcome.

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