Search found 1883 matches
- Tue May 13, 2008 5:27 pm
- Forum: Tips'n'Tricks
- Topic: Animated Characters
- Replies: 1
- Views: 4944
Animated Characters
Characters that can both be Animated & Cloned are a piece of cake to create when (re)building their skeleton / hierarchy using the RenderTransformGroup component. Here's a basic example.
Have fun~
K
- Tue May 13, 2008 3:22 pm
- Forum: General discussion
- Topic: ZGE Chat! (IRC Channel)
- Replies: 18
- Views: 48719
ZGE Chat! (IRC Channel)
Hi everybody, ZGameEditor now has it's own IRC channel! Point your favorite IRC Client to irc.esper.net and join #ZGameEditor to chat, discuss and share anything ZGE related. See you there! K -- For visiting the chat using your web browser use the link named "Chat" under "Community&qu...
- Tue May 13, 2008 10:04 am
- Forum: General discussion
- Topic: Making Bitmap Expression update every frame?
- Replies: 4
- Views: 7358
- Fri May 09, 2008 11:21 pm
- Forum: General discussion
- Topic: How to create a GUI?
- Replies: 3
- Views: 5373
Hi kattle87, As rendering Sprites in Screen space is currently not possible, there are 2 good alternatives. One is to set and orient GUI elements to the camera yourself so that they appear to stay in the same place ( FOV ), the other is to use the Font and RenderText Components using a bitmap that h...
- Fri May 09, 2008 5:22 pm
- Forum: General discussion
- Topic: Feature requests?
- Replies: 65
- Views: 80853
Hi kattle87, Key:OnPressed/OnReleased would be handy indeed yes. However, you can do-it-yourself very easily too. Define 2 variables per Key, one holding the current value, one holding the value as it was the last frame ( before setting the current value, set the last-frame value from the current )....
- Thu May 08, 2008 2:07 pm
- Forum: General discussion
- Topic: Feature requests?
- Replies: 65
- Views: 80853
Hi Yilmaz, No offence .. but I believe this is what groups are for. As soon as you need to start searching for models / scripts / etc. it basically means that you're not structuring your project sufficiently. And I share your concern towards page deforming images :) Perhaps there is a phpbb setting ...
- Thu May 08, 2008 1:06 pm
- Forum: General discussion
- Topic: texturing a level problem PLEASE, HELP me
- Replies: 20
- Views: 21486
Hej nikkk,
I'm no programmer either However, any collision problem can be solved using basic Trigonometry ( high school math ). It's just a matter of getting the variables passed around in ZGE ( which is the tedious part ).
http://en.wikipedia.org/wiki/Trigonometry
Good luck,
K
I'm no programmer either However, any collision problem can be solved using basic Trigonometry ( high school math ). It's just a matter of getting the variables passed around in ZGE ( which is the tedious part ).
http://en.wikipedia.org/wiki/Trigonometry
Good luck,
K
- Thu May 08, 2008 11:55 am
- Forum: General discussion
- Topic: texturing a level problem PLEASE, HELP me
- Replies: 20
- Views: 21486
Hi nikkk, As mentioned before, there is no CollisionStyle:Mesh or anything similar at the moment, so you need to come up with a alternative. The easiest is to recreate your environment with Models that make use of Box3D / Rect2D_OBB CollisionStyles. It does get quite tedious when you have complex en...
- Wed May 07, 2008 6:55 pm
- Forum: General discussion
- Topic: texturing a level problem PLEASE, HELP me
- Replies: 20
- Views: 21486
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...
- Wed May 07, 2008 6:21 pm
- Forum: General discussion
- Topic: texturing a level problem PLEASE, HELP me
- Replies: 20
- Views: 21486
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...
- Wed May 07, 2008 2:22 pm
- Forum: General discussion
- Topic: Feature requests?
- Replies: 65
- Views: 80853
- Tue May 06, 2008 1:49 pm
- Forum: General discussion
- Topic: Feature requests?
- Replies: 65
- Views: 80853
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...
- Mon May 05, 2008 7:40 pm
- Forum: General discussion
- Topic: Feature requests?
- Replies: 65
- Views: 80853
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...
- Mon May 05, 2008 2:12 pm
- Forum: General discussion
- Topic: Feature requests?
- Replies: 65
- Views: 80853
- Fri May 02, 2008 2:33 pm
- Forum: General discussion
- Topic: Members of App. and others
- Replies: 3
- Views: 5765
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...