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Messages - DoorKnobHandle

#741
Lock, Stock and Two Smoking Barrels.

#742
There already are folders? Or what do you mean with "Views collection"?
#743
That was actually the first thing that came to my mind as well. :D Doesn't work unfortunately, need a dedicated dark sprite for detail, glowing screens etc.
#744
I need this effect for several rooms so I'll give that manual method a try! :p
#745
The problem is I have the object set to IgnoreWalkbehinds true. When I set that to false it all works but it also highlights the walkbehind area of the room obviously. :(
#746
Okay, actually it's drawing my characters (with baselines in between 100-150) underneath the darkness object (with baseline 6). What the heck? :p

Man, it's been a long time since I've done standard adventure stuff with AGS. Must be something stupid on my part.
#747
Okay that works. It was a little complicated because I have all kinds of objects in the room already (some with baselines 0-5 and some with 195-200) for various other effects. Now I set all object baselines manually and I made that glow object baseline 6 and that works out.

Thanks!

#748
Hey guys, is there any easy way that I'm not seeing currently to draw something on a layer underneath characters but above the room background including all its objects?

In my case, I have a room that I want to be dark. Now, for a special reason, I want that dark layer (which is an overlay) to not affect any characters in the room, just objects and the room background.

Is that possible somehow?
#749
Customizable Idle Animation Speed

Please! :D

Link to a short thread.

At the moment, there seems to be no option apart from going through every frame and adding a -5 delay or something. I have 8 directions with 32 frames of idle animation each. NO WAY! ;D
#750
Unfortunately, ViewFrame.Speed is read-only! :(

EDIT: And there doesn't seem to be a way to edit the speed/delay value for a viewframe via code at all. Oh noes!!
#751
Sorry to warm this up again but it still is relevant.

I have an idle view with 8 directions and 32 frames for each. I *need* the idle view to play at a much faster rate than what it is currently and there's no way I'm entering some value into 256 fields (frame delay for every frame) and then don't even know if that new one is correct.

Any news on this? I was actually a little surprised to see such a common thing missing from AGS functionality!
#752
You might be interested in densming's video tutorials, they are well done and explain simple stuff like interactions in a visual and easy to follow manner. Might clear up future issues as well!
#753
General Discussion / Re: StarCraft anyone?
Mon 23/08/2010 00:34:19
I'm NihiL (957) on EU. Always looking for people to play fun games with. Currently ranked Platinum.

EDIT: Also, added you, Helme.
#754
Hey guys, sorry for the delay.

First of all, it's absolutely possible to combine any of my plugins with the TCP/IP stuff as my 3d plugins simply change the graphics part of AGS so to speak, nothing else.

I haven't tested the multiplayer stuff myself so I can't say anything else about it.

I also don't know if I'll be able to fix up and release this plugin as, as Calin said, my priority is and was the "real" 3d plugin - ie. Razerblade 3d.
#755
Thanks guys!! :D

Quote from: abstauber on Tue 17/08/2010 17:02:17
Does it already have some AI like pathfinding integrated?

The point of the plugin is to just be a graphics engine. It's not supposed to do these kind of things. :D HOWEVER, it comes equipped with all functions for people to write their own pathfinding etc. (ie. you can cast rays in all kinds of directions from, say, a model and check that for collisions, get the distance to that collision and so on). The reason why there is no pathfinding is in order to keep it general (you'd need different pathfinding for a 3d strategy game than for a 3d adventure and even different pathfinding for a 3d shooter in 1st or 3rd person perspective). It's possible that people publish their, for example, camera code or, again, pathfinding code in a module, too.

Quote from: anian
did you say 5000 triangles on the whole level? Have you tried stressing it further, cause that number sounds like a character or two in some engines? This is pure curiosity btw.

I have tried complex models and it works just like any normal direct3d game works on your system, it's up to your graphics card mostly. I have a pretty good set-up here and I've had ~500.000 triangles at 100fps still. :p It also depends on texture more than pure triangle count I've found.

Quote from: anian
what about animations and moveable meshes and characters, or is it better to use sprites (2d ones, which I'm asuming is ok cause that's what AGS uses)?

You can do whatever you want. The most common way would be to use normal 3d models. Unfortunately, version 1.0 doesn't yet support bone-animation nor standard vertex animation. But I will work on that as soon as I can find the time. It's not exactly an easy topic. :p


Sorry for the lack of proper English, tired. :D
#756
Thanks for the feedback, everybody, and the steps there, Sledgy. I'm working on the folder issue. The problem is the following: models reference the textures they need. In the 3d program the artist can apply a texture to a model (or a part of it). The engine will read that link, load the texture and apply it in-game. So far, so good. However, 3ds Max can apparently only store absolute paths to textures and not relative ones. So it stores the texture as for example "C:\whatever folder\textures\1.jpg" and not relative to the folder where the model is in ie. just "textures\1.jpg".

If you don't follow Sledgy's steps there and just extract the files anywhere, open the project up in AGS and run it, the game will still work flawlessly except with a placeholder texture in place of the real ones though.
#757
Hey there,

first of all, you'll have to open the demo game with a newer version of AGS, try out AGS 3.2 Final 5.

I did remove all references to the debug libraries that I could find but I will re-check the DLL, maybe I missed something!

Running the game from the folder manually doesn't work at all (it's missing the DLL and the models/shaders folders) - just open it in AGS 3.2 Final 5 and hit Run!

Thanks for giving it a try!
#758
Okay, sweet. Thanks for the help there, guys! I'll fix that texture issue asap as I know now exactly what's causing it.
#759
That wouldn't be possible, both from a technical (these engines have their own window setup integrated and making D3D9 render to the AGS window is a very hard task, you have to fiddle around a lot) and from a legal point-of-view.

To those that downloaded the plug-in and tried running the test game, what were the exact error message you got? When I extract the demo game to some other folder, what I get is only errors about missing textures (which I know why that happens) and then the game runs fine with the default texture.
#760
Okay, so it is the issue with the models/textures. That helps a lot. I'll work on an updated version ASAP.
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