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Re: Wintermute Engine 1.3...RT3D in 2D is here...
[Re: nuclear_winter]
#37203
01/04/05 04:05
01/04/05 04:05
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Joined: Jul 2004
Posts: 1,924 Finland
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Joined: Jul 2004
Posts: 1,924
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Quote:
They've also released a WME compliant 3DS exporter for Blender and it can be found in the scripts/plugins section of the forum. 3DS files exported from Cinema4D or MAX will also work, too.
MILLION thanks for the info OB! I have waited for ages for .3ds exporter for Blender! Thanks again!
( You are making people so happy on these forums... sniff... God bless you. )
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Re: Wintermute Engine 1.3...RT3D in 2D is here...
[Re: Ambassador]
#37204
01/04/05 04:16
01/04/05 04:16
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Joined: Aug 2000
Posts: 7,490
Orange Brat
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@Roc: I don't know how good that exporter will be for you. It was made with an old old version of the format and they said it won't open in MAX but works perfectly for WME. It exports geometry, lights, and cameras. It probably doesn't export textures/UVs since WME would have no use for them, but you can try it out and see if it'll work out.
@nuclear: It's primarily a point & click adventure game engine. The direct control is there, in engine, now but it is still a little rough. It's character relative(ala Resident Evil), but it can probably be scripted into camera relative, too. There's a quick and dirty demo using it(which I don't think comes with it..it's a separate download on the forum) doesn't have any kind of collision, so Molly gets stuck on the crates. I'm sure it can be scripted, and maybe I'll suggest they implement a simple glide feature.
Yeah, you can probably do a Resident Evil with it, but good luck in scripting even zombie AI in it. To my knowledge, no one is attempting anything like that since adventure developers are involved with it. You can kill the player, you just have to script it. Also, you can do 1st person or 3rd person style adventures.
There are a few examples of direct controlled adventures..Grim Fandango, and Escape from Monkey Island being two of the best known examples. Technically, the Resident Evil games are action adventure, but it's a somewhat close cousin and there are plenty of mainstream games that use adventure elements throughout(even HL2 has a few).
If you don't know what an adventure game(really is), then check out some sites:
http://www.justadventure.com/
http://www.adventuregamers.com/
http://www.gameboomers.com/
http://www.adventuredevelopers.com/
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: Wintermute Engine 1.3...RT3D in 2D is here...
[Re: Orange Brat]
#37205
01/04/05 04:41
01/04/05 04:41
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Joined: Jul 2004
Posts: 1,924 Finland
Ambassador
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Posts: 1,924
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Quote:
@Roc: I don't know how good that exporter will be for you. It was made with an old old version of the format and they said it won't open in MAX but works perfectly for WME. It exports geometry, lights, and cameras. It probably doesn't export textures/UVs since WME would have no use for them, but you can try it out and see if it'll work out.
Indeed it does not export uv's but It indeed eports meshes perfectly! It is usefull to me even vithout the uv support.
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Wintermute Engine 1.4 update
[Re: nuclear_winter]
#37207
05/23/05 15:51
05/23/05 15:51
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Joined: Aug 2000
Posts: 7,490
Orange Brat
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Finally, an update to 1.4. http://forum.dead-code.org/index.php?topic=955.0The goodies: Quote:
Support for advanced sound effects (echo and reverb). All the game objects now provide three methods, SoundFXNone(), SoundFXEcho() and SoundFXReverb(). These methods affect any sounds played by the object.
Support for TrueType fonts. WME can now render any in-game texts using TrueType fonts. See the "Fonts" chapter in the documentation for a detailed description of this functionality.
Support for Unicode string tables. WME can now read string tables with Unicode characters (encoded in UTF8 format). This allows games to be translated to a wide variety of languages, including Asian languages. Note that you have to use TrueType fonts to display texts in these languages. See the "Localization" chapter in the documentation for further details.
New Actor.SetSprite() method which allows you to temporarily change actor's appearance.
The PlaySound() method now accepts an optional parameter specifying a loop-start point for looping sounds (similarly to loop-start for music).
The Game.Reset() method now reloads inventory items definitions, which means even deleted items get restored after resetting the game. There is also a new Game.LoadItems() method for loading/merging a new item set.
Entity container controls now provide a Freezable attribute which specifies if the contained entity is frozen when game enters a frozen state.
The Game.DisplayLoadingIcon() now provides an optional parameter which specifies if the loading icon should stay on screen until Game.HideLoadingIcon() is called. This allows you to display a loading icon even on scene transitions.
New diagnostic method Game.DumpTextureStats() which writes texture memory usage status to a text file.
Wme.exe now exports two external functions to allow StarForce copy protection to be attached (experimental).
Several bug fixes...see thread for specifics
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: Wintermute Engine 1.5 update
[Re: Ambassador]
#37210
07/23/05 18:33
07/23/05 18:33
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Joined: Aug 2000
Posts: 7,490
Orange Brat
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Senior Expert
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Posts: 7,490
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If you want to try your hand at a point & click 2D or 2.5D game then this is the one to get. There are a bunch of these engines - http://www.adventuredevelopers.com/engines.php - but this is one of the more powerful ones and the only one that supports 3D objects. It also supports any resolution and takes advantage of hardware acceleration for the 2D. I'm not sure if any of the others ones use it. The most popular of these engines is Adventure Game Studio(AGS) but it is best suited for "retro" style games with lower resolutions and old school UI.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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