Search found 1876 matches

by Kjell
Sat May 17, 2008 11:48 am
Forum: Open activities
Topic: Xbox 360, Ps3, Wii or other alternative builds
Replies: 12
Views: 33379

Hi guys, Since ZGE makes use of SDL*, in theory it should not be too difficult to port it to PS3 / Wii etc. 360 however is another story due to DirectX. But when looking at the engines jph mentions, they are quite limited in the platforms they support at well. Blade only does PC / 360, Unity does PC...
by Kjell
Sat May 17, 2008 11:29 am
Forum: Releases
Topic: ZGameEditor 1.7.8: Bugfixes
Replies: 4
Views: 18874

8)

Image

K
by Kjell
Sat May 17, 2008 11:28 am
Forum: Feature requests
Topic: scale scripting shortcut,. not important.
Replies: 3
Views: 5409

Hej jph, Ironically this is how it works already in the Fragment / Vertex properties of the Shader Component. Even better, you can just overload any function with the amount of variables you want to pass*. But I suspect Ville just plucked a GLSL Parser somewhere off the web, and that the ZScripting ...
by Kjell
Sat May 17, 2008 11:18 am
Forum: Feature requests
Topic: :ideas:
Replies: 2
Views: 4412

Hi jph, A "Call ZExpression" Component is probably not that difficult to pull off ( but I could be wrong ), except from passing arguments, since that usually requires some kind of list / array structure. But even without that ( using global variables instead ) it could still be very useful...
by Kjell
Fri May 16, 2008 12:52 pm
Forum: Feature requests
Topic: :ideas:
Replies: 2
Views: 4412

:ideas:

:idea: SpawnModel* - Rotation ( vector ) - Scale ( vector ) Call Script - ZExpression to be called ( String ) - Target variable to which the returned value is written ( String ) - Arguments to pass to the ZExpression ( ? ) Component Tree - Highlighting of active Components ( AppState / Condition:Sta...
by Kjell
Thu May 15, 2008 10:35 am
Forum: General discussion
Topic: random seeds ?
Replies: 6
Views: 7421

Hi jph, I noticed this as well in my "walking legs example" posted in the Tips'n'Tricks section. Each clone uses a rnd() seed to offset their animation, however .. this number seems to remain the exact same for each of the clones every time the build is ran. Within the editor it does seem ...
by Kjell
Wed May 14, 2008 12:25 pm
Forum: Feature requests
Topic: collisions with mesh objects
Replies: 10
Views: 16660

Hey,

Use the ZExpression Component for expressions. If you'd taken a close look at all the wonderful examples that are included with ZGE you should have know that :wink:

Here's a tutorial on shadow mapping using GLSL ( Link )

Good luck,
K
by Kjell
Wed May 14, 2008 11:58 am
Forum: Feature requests
Topic: collisions with mesh objects
Replies: 10
Views: 16660

:? Most of your requests are already featured / possible. - Gravity: Unless you mean a full featured Physics system like Havok, you can just use "g=c*m/pow(d,2);" - Glow / Global Illumination / Shadows: Fragment & Vertex Shaders are already supported. - Lights: When using Shaders you c...
by Kjell
Tue May 13, 2008 5:27 pm
Forum: Tips'n'Tricks
Topic: Animated Characters
Replies: 1
Views: 4913

Animated Characters

8)

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.

Image

Have fun~
K
by Kjell
Tue May 13, 2008 3:22 pm
Forum: General discussion
Topic: ZGE Chat! (IRC Channel)
Replies: 18
Views: 47924

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...
by Kjell
Tue May 13, 2008 10:04 am
Forum: General discussion
Topic: Making Bitmap Expression update every frame?
Replies: 4
Views: 7333

Hi Yilmaz,

Use the RefreshContent component. However, keep in mind that updating ( large ) Bitmaps every frame can get quite heavy on your CPU. Always try to look for a solution using Material:TextureX/Y first.

K
by Kjell
Fri May 09, 2008 11:21 pm
Forum: General discussion
Topic: How to create a GUI?
Replies: 3
Views: 5352

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...
by Kjell
Fri May 09, 2008 5:22 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 80332

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 )....
by Kjell
Thu May 08, 2008 2:07 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 80332

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 ...
by Kjell
Thu May 08, 2008 1:06 pm
Forum: General discussion
Topic: texturing a level problem PLEASE, HELP me
Replies: 20
Views: 21406

Hej nikkk,

I'm no programmer either :wink: 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