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Messages - Sunwalker

#1
Thank you Steve. It seems to work. Excellent job. ;D
#2
Steve, I tested some of the functions (GetRayHits and GetPrimPosition) but they always return me a float equal to 0.00. I think there is a problem somewhere, no ?
#3
This black box is the status line from the original GUI. To hide it, you must add this in the game_start section of the global script:
gStatusLine.Visible = false;
Or something like that. I don't remember the exact name of the status line.
#4
Steve, could you make available variable X, Y, Z of Ray Hits please? It would be very useful to develop a FPS.
#5
You have the function Ags3d.SetObjectSpriteUseHeading (oObject, bool). You put the name of your object at the place of oObject and you replace bool by true if you want that your sprite stay fixed and false if you want that it always faces the camera (what it does by default). Of course, it is necessary that your sprite is an object which you created in AGS and not simple a sprite. I did not find a command doing that directly on a sprite. Finally the difference between a sprite and an object is small.
#6
Good, I tested the new version of Ags3d, Steve. Thanks to the SetWindow command, I could put the game in 640x480 without problem. On the other hand impossible to go beyond without bugs. Just to know, it is normal that we cannot ? Did you voluntarily limit the resolution ?

With regard to the pallet in 32 bits, the bug disappeared, replaced by another! Indeed, as soon as I launch my game with this mode of color, it plants and is closed immediately. It is not really a big problem because 16 bits is already sufficient.

Besides, they is always cool. I tested the loading of models OBJ and it goes perfectly. On the other hand, it is necessary really to optimize the number of polygons to the maximum if we doesn't want it lags. A question about models OBJ: How do you make to import some with textures in your game ? I use 3dsMax and at the time of export, I do not see exactly what it should be done so that texture appears on the model concerned. A tutorial could be useful in this case. A small problem with certain models: I pass through the walls by places and at others I block straightforwardly whereas one must be able to reach it. I do not know from which the problem comes (Perhaps an adjustment of the box of collision of the hero ?)

Another question: I do not understand well the operation of the SetFirstPersonStepDown command. I put various values, but I do not see any change. With what that is used and how to make use of it? Is it what makes it possible to define the value from which, the hero will be able to go up on objects? (like the steps of a staircase)

Here, I will stop there for the moment with my questions. I hope not to annoy you with all that but I like much work that you made with it plug-in and I try to understand the least details of them before using it to do something of concrete.
#7
Thank you Steve, that works perfectly! In any case I await the new version impatiently. There are some functionalities which I would like much to see in one of your future versions:
- The use of the characters in 3D with plug-in character3D.
- Possibility of having a character in front of the camera for a play in third person view.
Of course, that is only suggestions and you does of them what you want. Continue your super job!
#8
Nice module but I meet the same problems like Ali and Zirconius : Impossible to use 640x480 resolution and 32 bits colour depth. This resolution worked in v1.17 but not in this one. 32 bits colour never worked even in the other version. What's the solution to these problems ?
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