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Messages - Da_Elf

#521
How do i go about getting a character to walk down a hill and be obscured. this is the BG I'm working on right now and before i go into really making it i want to know if I'm wasting my time.



should i have it so what when you click on the lower beach the game does an animation where i switch the view of my character to a sequence of cropped images of the character as he is walking down the hill then when he is down i give back control to the player and when the top of the hill is clicked it does the same thing but with a front view? this will be a pain in the butt especially when i have more than one player in the game and will have to do a view of this with all the characters. maybe I'm just wasting my time.
#522
if you dont like seeing peoples signatures then go into your profile and turn on this option "Don't show other users' signatures."

there is a restriction on signature size for this forum as found in your profile. its 600x50.

now as for this one in discussion. i like the character :) maybe if you just reqork the fonts you could see it better when squished down to the 50 height required.
#523
the help file is....no offence...a little too chaotic to print out and read. i usually check the wiki address 1st for help before going into the help file
#524
Strange. it says that my message is posted but its not showing up for me. still shows cluey as the last post. anyhow. i was saying that i was a vray beta tester thats my software of choice. as for learning about lighting, when you get to the level of physical renderers all you need to do is pick up a book on lighting for photography or lighting for film. Once your materials are all set up properly you can just insert your lights and your camera and use the same camera peramiters as a snap shot camera since vrays camera comes with all those peramiters.

edit. must have been the computer i was on i can see it now. can someone delete my post above this one
#525
Quote from: MadReizka on Wed 22/11/2006 09:59:21
Da_Elf:
What renderer did you use?
Vray, Brazil or somethingelse?

Im a vray beta tester
#526
i used multiple rooms for day and night. however if your interested you can check out my post about it where other methods were suggested

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=28923.0
#527
i hope this isnt concidered a bump but ive been going through my coding recently and realised that i was getting a crap load of if's and else's and then an answer hit me that when i went back and redid all my code using the idea it really cleaned up alot of stuff. basically the idea was that i had written the game in part depending on the major events needed to do. So basically i just added a variable called Part and set it to 1 for the beginning of the game so now my game just checks what part it is and what codes/rooms/characters etc etc to use for that part. basically i broke the game into 5 parts and im now working on part 2. I will release another demo for part2 which will have animated characters in it (roger is no longer in it hehe)
#528
ah yeah. when importing it told it to ignore the files alpha then in ags i set it to use top left pixel for alpha. this worked well
#529
ah ok. and dont forget another part of mood is also color of your lighting.
#530
this strikes me as a night time shot. if so you might want to turn off your outside light as well as make the background color dark
#531
he is painted in photoshop. that area is not painted on.

what do you mean png's without alpha? if asterix was on a white background i would need to have the alpha to cut out the white background.
#532
it is checked. im using png's with alpha channel. and when i use the eyeball on areas which i know are part of the character except transparent, it acts as though ive glicked on the solid part

see the area under the helmet wing. thats where the eye is clicking
http://www.elfpro3d.com/Asterix/error.jpg

#533
true. it does ahve its own style.
i couldnt help fooling around with the scene

night 1 light (middle of roof) needs to be brighter to light the room so its giving a hotspot




night with the roof light plus other lights out of view mounted as wall mounted lights. (less of a hotspot)




night skylight only




and since i was bored enough i couldnt resist.


#534
Beginners' Technical Questions / alpha click
Sat 18/11/2006 21:07:44
i was checking the forum and the help file but didnt see anything to help me. when you click on a characters alpha channel it "sees" the transparent area rather than whats behind. i think they should make it so that the alpha of a character is not clickable (well. so that if you used the look at at something behind the characters alpha channel you dont get the message "damn i look good")
#535
why are people so afraid of GI? heck he said it took him 7 minutes to render his scene. and after talking to him i found out his computer was stronger than the one im doing this test on.

#536
lighting in 3d is honestly the exact same as lighting in real life for me with GI. and people might think GI is too high in render time but these days its not. the image i showed above was a 1 hour render time on only one of my computer. i could have gotten it down to 10 minutes if i used my farm. Im pretty sure your scene would render in about 5 minutes with GI
normally my technique is to start with the empty room and calubrate exterior light commin in the windows. the tricky part for realism is the fact that exterior light is soooo much brighter than interior light. so normally when you expose for interior scenes anything outside gets very bright. The only way to counteract that is to bring in lots of high powered flash lights which will brighten inside alot leaving outside closer to the exposure range. these are techniques that can be gotten from photography or film books.
then i go ahead and setup my interior lighting fixtures. im not sure if its still there but www.erco.com used to have a manual about lighting techniques. typically downlights (built into the roof) leave a darker overall feel to the room. Wall mounted light fixtures tent to get a more overall even light distribution.
Due to the fact that my GI stuff is physically based from the camera, the lights, the materials it takes alot of paying attention to how the lights are setup.
#537
well. you dont need to fake if your using GI. here is a typical image I'm workingon for a client right now. this is a preview render I'm waiting on the approval on before i do the final image. The living room contains 6 down lighters, 3 under cabinate lights. 4 down lights in the bedroom to the left and the rest is fill light from the sun and sky outside. I didnt bother with ies lighting since i know the client wouldnt even recognise the difference (forgive the technical gargon)

http://www.elfpro3d.com/Asterix/int03.jpg


edit
ah. now i know what it is thats bugging me about the scene. in reality there are veeery few hard edge corners. alot of the corners in my scenes will have a tiiiny bevel on them, however in cartoony stuff you need to really over exadurate the "balloony" feel to the objects. your going in the right direction with making things not quite 90 degrees however the edges are still too sharp.

#538
ah ha. yes. smart. ill just tag on a variable for the items i have and increase it every time i get an item then i can use this variable THANK YOU!!!
#539
last image is looking ok. but the walls were best in the 1st image.
as for your lighting it leaves much to be desired but thats only becuase i work in the architectural visualisation field and im used to rendering with GI photorealistically.
#540
somethings wrong with my script here
Code: ags
 if (player.ID == 2) {
Ã,  if (GetGraphicalVariable("sack") == 0) {
Ã,  Ã, if (player.InventoryQuantity >3) {
Ã,  Ã,  Ã, Display("You only have two hands to carry things");
Ã,  Ã,  Ã, Display("It would be easier if you had something to carry things in.");
Ã,  Ã, }
Ã,  Ã, else {
Ã,  Ã, player.AddInventory(inventory[8]);
Ã,  Ã, object[1].Visible = false;
Ã,  Ã, SetGraphicalVariable("GETMONEY",Ã,  50);
	}
 }
	else {
Ã,  Ã, player.AddInventory(inventory[8]);
Ã,  Ã, object[1].Visible = false;
Ã,  Ã, SetGraphicalVariable("GETMONEY",Ã,  50);
 }
 
 }
 else {
Ã,  Ã, DisplayMessage(4);
 }
}


how am i supposed to use the inventory quantity. its giving me an error.
basically what i want is that you can not have more then 3 items in the inventory unless you have picked up a sack
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