they need proper shadowing.... that normaly the problem why object looks " i am not from this picture" style

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Show posts MenuQuote from: Pumaman on Thu 03/03/2005 19:12:19
I'm afraid I cannot give any guarantees about when a particular feature might be implemented. Priorities are constantly changing and I wouldn't want to disappoint you by promising something that I didn't later deliver.
However, the dialog system is something that I will look into after the release of 2.7 Final, since it does need some work to improve its customizability.
Quote from: Zooty on Thu 03/03/2005 17:09:39
The monitors in the gate room are too thin, they look flat, alo change one of the displays s that is shows the dialing program, or something different as currently they re both the same. the shirt texture lloks good except the creases on daniels (?) back look like gashes instead of creases.
Quote from: Babar on Wed 02/03/2005 11:40:04
Something seems wrong with the sleeve of the person with their back to us.
Quote from: big brother on Wed 02/03/2005 15:07:24
The texturing on the green jackets from the top screenshot make them look like rocks (especially the wrinkles). Also, the proportions are very off (upper arms are too short/thin, midriff too wide, etc.) and their heads seem pasted on at a different angle than their posture might suggest.
I'd recommend drawing from photo references and focusing on the composition rather than the fiddly details. Remember, when you draw it, you're zoomed in about 95%+ of the time. The person playing your game will never see your image zoomed in, so you should make it look best at full size.
Quote from: desimaui on Tue 22/02/2005 19:25:49Quote from: jetxl on Tue 22/02/2005 13:05:45
Find the lens. It's outside in a wall.
And use the lens with?...
//-------QUIT MENU----------------
if (interface == QUITM) {
if (button == 0) {
QuitGame(0);
}
if (button == 1) {
GUIOff(2);
UnPauseGame();
}
}
//--------START MENU BUTTONS ------------
if (interface == MENUBUTT) {
if (button == 0) {
GUIOn(4);
Wait(20);
GUIOn(5);
Wait(23);
GUIOff(5);
GUIOn(6);
Wait(20);
GUIOff(3);
GUIOff(4);
GUIOff(5);
GUIOff(6);
GUIOff(7);
NewRoom(4);
}
else if (button == 1) // load game
RestoreGameDialog();
else if (button == 2) // quit
QuitGame(1);
}
//------------HUD-----------------
if ((interface == HUD) && (IsGUIOn(2) ==0)){
if ((button == 1) && (IsGUIOn(9) ==0)) {
GUIOn(9);
}
else if ((button == 1) && (IsGUIOn(9) ==1)) {
GUIOff(9);
}
if (button == 6){
GUIOn(0);
}
if (button == 7){
GUIOn(1);
}
if ((button == 3) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed))
game.top_inv_item = game.top_inv_item + (game.num_inv_displayed/2);
if ((button == 4) && (game.top_inv_item > 0))
game.top_inv_item = game.top_inv_item - (game.num_inv_displayed/2);
}
//-----------RADIO HUD-----------------
if ((interface == HUDRADIO) && (IsGUIOn(2) ==0)) {
if (button == 0) {
SetCharacterView (JACK,4);
SetCharacterSpeechView(JACK,5);
AnimateCharacter(JACK,1,5,0);
Wait(25);
SetCharacterView (JACK,5);
Wait(16);
GUIOn(10);
RunDialog(0); }
if (button == 1) {
SetCharacterView (JACK,4);
SetCharacterSpeechView(JACK,5);
AnimateCharacter(JACK,1,5,0);
Wait(25);
SetCharacterView (JACK,5);
Wait(16);
GUIOn(10);
RunDialog(1); }
if (button == 2) {
SetCharacterView (JACK,4);
SetCharacterSpeechView(JACK,5);
AnimateCharacter(JACK,1,5,0);
Wait(25);
SetCharacterView (JACK,5);
Wait(16);
GUIOn(10);
RunDialog(2); }
}
//-----------------------------------------------------
// Restore game GUI
//-----------------------------------------------------
if (interface == LOADA) {
if (button ==2) GUIOff(LOADA); //cancel
if (button ==1){ //click on listbox item
int index = ListBoxGetSelected(LOADA,1);
if (GetSaveSlotDescription(index+100,buffer)==1){ //if there is a savegame here
GUIOff(LOADA);
RestoreGameSlot(index+100);
}
}
if (button == 3){ //scroll up
if (GStopsaveitem<5) GStopsaveitem=0;
else GStopsaveitem-=5;
ListBoxSetTopItem(LOADA,1,GStopsaveitem);
}
if (button == 4 && GStopsaveitem<90) //scroll down
GStopsaveitem+=5;
ListBoxSetTopItem(LOADA,1,GStopsaveitem);
}
//-----------------------------------------------------
// Save game GUI
//-----------------------------------------------------
if (interface == SAVEA){
int index=ListBoxGetSelected(SAVEA,1);
if (button == 3){//cancel
GUIOff(SAVEA);
GUIOff(SAVETEXTBOX);
}
if (button == 1){ //click on listbox
int stbypos;
StrFormat(buffer,"%d.",index+1);
SetLabelText(SAVETEXTBOX,1,buffer);
if (GetSaveSlotDescription(index+100,buffer)==0) StrCopy(buffer,"");//GetSaveSlotDescription(index+100,buffer);
//else StrCopy(buffer,"");
SetTextBoxText(SAVETEXTBOX,0,buffer);
stbypos=28+((index-GStopsaveitem)*(DEFAULT_FONT_HEIGHT+2)); //28 is set by trial-error. Deppends of the savegames listbox position
if (index<9) SetGUIObjectPosition(SAVETEXTBOX, 0, 12, 0);
else SetGUIObjectPosition(SAVETEXTBOX, 0, 18, 0);
SetGUIPosition(SAVETEXTBOX,29,stbypos);// 29 is set by trial-error. Same as above.
GUIOn(SAVETEXTBOX);
}
if (button == 2 && index>=0) { //save
GetTextBoxText(SAVETEXTBOX,0,buffer);
GUIOff(SAVEA);
GUIOff(SAVETEXTBOX);
SaveGameSlot(index+100,buffer);
}
if (button == 4){// scroll up
GUIOff(SAVETEXTBOX);
ListBoxSetSelected(SAVEA,1,-1);
if (GStopsaveitem<5) GStopsaveitem=0;
else GStopsaveitem-=5;
ListBoxSetTopItem(SAVEA,1,GStopsaveitem);
}
if (button == 5 && GStopsaveitem<90){ //scroll down
GUIOff(SAVETEXTBOX);
ListBoxSetSelected(SAVEA,1,-1);
GStopsaveitem+=5;
ListBoxSetTopItem(SAVEA,1,GStopsaveitem);
}
}
if (interface == SAVETEXTBOX){
int index=ListBoxGetSelected(SAVEA,1);
if (button == 0){
GetTextBoxText(SAVETEXTBOX,0,buffer);
GUIOff(SAVEA);
GUIOff(SAVETEXTBOX);
SaveGameSlot(index+100,buffer);
}
if (IsButtonDown(RIGHT)) GUIOff(SAVETEXTBOX);
}
//-----------------------------------------------------
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