Search found 1740 matches

by Kjell
Wed May 07, 2008 6:55 pm
Forum: General discussion
Topic: texturing a level problem PLEASE, HELP me
Replies: 20
Views: 16291

Hi nikkk, The UV map in your new 3ds file seems to be identical to the old one. http://img129.imageshack.us/img129/8042/uvba3.jpg As you can see the majority of faces are overlapping each other, which can't be right. Could you please post a screenshot of the UV Map in 3DMax ( Edit UVW )? *By the way...
by Kjell
Wed May 07, 2008 6:21 pm
Forum: General discussion
Topic: texturing a level problem PLEASE, HELP me
Replies: 20
Views: 16291

Hi, I've imported your 3ds file into ZGE and there seems to be a UV problem. http://img240.imageshack.us/img240/7740/uvim2.jpg Make sure to collapse your stack before exporting so that any Rendermap Generator data is baked into your mesh. *I'm no 3DMax user so I cannot inspect your .max file. Good l...
by Kjell
Wed May 07, 2008 2:22 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 57293

:idea:

Font:Proportional ( boolean )
- Support for Fonts using proportional letter spacing.

Font:Ratio ( float )
- Width VS Height Rendering Ratio.

RenderText:CharASCII
- Useful for applying individual expressions to specific characters.

K
by Kjell
Tue May 06, 2008 1:49 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 57293

Hi guys, jph: It's probably more useful to add a Expression field to the Animator Component instead, so users could define the exact curve calculation one wishes to use themselves. nikkk: CollisionStyle:Mesh should be top priority on the to-be-implemented list indeed :wink: Doom however is already v...
by Kjell
Mon May 05, 2008 7:40 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 57293

Hej guys, Well, it's not so much of a problem with single instances ( since you can calculate the values yourself using the parents as reference ), but for multi-model characters / animated groups of objects that you want to clone, there is no easy workaround ( that I can think of ). I hope the brea...
by Kjell
Mon May 05, 2008 2:12 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 57293

:idea:

SpawnModel:Inherit
- Spawned children inherit parents' translations ( position, rotation, scale ) each frame. See example image

SpawnModel:UseSpawnerPosition
- On True use SpawnModel:Position as offset value to the parents' position.

ZExpression
- Parent.Property support :roll:

K
by Kjell
Fri May 02, 2008 2:33 pm
Forum: General discussion
Topic: Members of App. and others
Replies: 3
Views: 4397

Hi Yilmaz, That's a good question actually, and as far as I know currently not documented. The general order is OnLoaded / OnStart / OnSpawn ( once ) > OnUpdate > OnCollision > OnRender. But there are some other aspects that are useful paying attention to. - Velocity offsets of models occur when OnU...
by Kjell
Thu May 01, 2008 9:28 pm
Forum: General discussion
Topic: Members of App. and others
Replies: 3
Views: 4397

Hi Yilmaz, Due to restrictions in the scripting language you cannot currently access properties of clones by a index / string / pointer directly. My suggestion would be to set up a number of Variables or Models to which you pass variables from the objects themselves ( split them up in collision grou...
by Kjell
Thu May 01, 2008 9:19 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 57293

Hej Ville, Indeed, a UseModelSpace / UseScreenSpace switch to set the Space in which the Sprite is rendered. Which of those two, depends on what you want to consider to be the default / false ( currently Model for Sprites, Screen for Text ). Should be useful for GUI elements and such. The ASCII requ...
by Kjell
Tue Apr 29, 2008 8:44 pm
Forum: General discussion
Topic: IDE/saving - .00x value rounding limit ?
Replies: 4
Views: 4025

4 Please :wink:
by Kjell
Tue Apr 29, 2008 6:47 pm
Forum: General discussion
Topic: IDE/saving - .00x value rounding limit ?
Replies: 4
Views: 4025

Hej JPH,

Yea I've noticed this as well. The solution I've been going with is using a ZExpression to set those variables. Values don't get rounded in scripts obviously.

Good luck ~
K
by Kjell
Tue Apr 29, 2008 4:10 pm
Forum: Tips'n'Tricks
Topic: Anti-Aliased Circle
Replies: 3
Views: 4765

Hej Ville,

That's correct. The BitmapSize constant should be 256 when using a 256x256 Bitmap, and AAWidth represents the width in Pixels of the soft-edge / gradient.

K
by Kjell
Tue Apr 29, 2008 1:21 pm
Forum: Tips'n'Tricks
Topic: Anti-Aliased Circle
Replies: 3
Views: 4765

Anti-Aliased Circle

:idea: A BitmapExpression generated Anti-Aliased Circle ( for square Bitmaps ). // Default Pixel values this.Pixel.R = 1; this.Pixel.G = 1; this.Pixel.B = 1; this.Pixel.A = 0; // Calculate the radius of the current Pixel from the center Radius = sqrt(pow(0.5-X-0.5/BitmapSize,2)+pow(0.5-Y-0.5/BitmapS...
by Kjell
Sat Apr 26, 2008 8:18 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 57293

:idea:

App
- Icon ( 16x16 / 32x32 bitmap )
- ClipNear ( float )
- ClipFar ( float )

Model:CollisionStyle
- Cylinder3D

Keypress
- ASCII ( integer )

K
by Kjell
Sun Apr 20, 2008 11:41 am
Forum: General discussion
Topic: Arrays
Replies: 9
Views: 7905

Hej Ville, Indeed, in order to set / get data from the Bitmap I used a script similar to your example that triggers a entire loop through the Bitmap. Inefficient yes, but in case it would have worked, it would have been a good "Ghetto" solution for now. And it does work when you're only reading data...