I went through the exactly same problems smile

To bake shadows of the leafs in blender, you must enable "receive transparent" in the material options
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Your scene is really cool !

202

(4 replies, posted in General)

Yeah it's incredbly useful, thanks to the boss wink

203

(4 replies, posted in General)

You don't need to rename the camera in scene2,
so for example, put a new camera in your first scene, name it "Maincam"

Then in script :

scene2 = getScene("scene2")
Maincam = getObject("Maincam")
enableCameraLayer(Maincam, scene2)

function OnSceneUpdate()
...

204

(1 replies, posted in Bug report)

The function is working good BUT ; if you set anim speed to 3 for example, the current animation will play 3 times before it is over (with isAnimationOver), would it be possible to make it count only 1 time per animation, regardless of the anim speed ?

Wow that's pretty cool, thanks for the example !

Yup indeed, that image is a low res 1600x1200, that should be that hmm
oh well, at last it's good to know this alpha trick in gimp, thanks guys smile

It's just below your last picture =p

What the hell ? Why is mine all crappy sad

Hmm verious settings from a single image w/o layers :

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Hmm there's still some transparency on the final image, the edges of the main grass/vegetation are also a bit weird hmm

I deceided to try my luck with imagemagick, i'm making a script that automates everything (masking,alpha and combining) it's almost done, only one small problem to correct and it's a one-click win wink 

Gonna post it here once it's ready, could be an alternate method

211

(11 replies, posted in Scripting)

To make characters look at another entity with the LookAt behavior (like the zombie in This example) personally i have to export the models in that position (or something similiar) :

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Then if i need to move them ; addCentralForce(object, {0, 0, -1}, "local")

That's a bit weird but it works =p

Nice tutorial, however for me alpha in Gimp never -ever- worked as expected ;
i always get a full semi-transparent image hmm
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Any tips on this ?

213

(9 replies, posted in Gossip)

Great, thanks for all these ! (and especially  for the Metal3 texture in my case,
i never could find a good one like that wink )
and yeah these trees looks great !

blend file support ? just amazing !!

215

(9 replies, posted in General)

@gamemaker, you misread me. I'm saying that export/import is a really tedious task on the long run, hence suggesting blender.

216

(9 replies, posted in General)

I tried quickly, there's a problem with the bmp ; for some reason they
didn't show up in blender (converting them to png worked)
but yeah, doing it directly in blender would be better, just to save your nerves to export/import all the time

that's looking pretty cool, keep going on wink

218

(3 replies, posted in Scripting)

To resume, i'm trying to make an AI that works more or less like a behavior ;
you spawn clones and they automatically receive the movements, animations, statistics etc, so you can spawn as many as you want and don't have to worry about anything

I think i'm getting closer, however i just past 12 hours trying to get that thing working (which still doesn't..), i'm out of juice. note that i'm not using any local or metatables things, that might be the problem..

If you don't mind checking, i'll upload the project i'm working on tomorrow

219

(61 replies, posted in Editor)

- Allow entity renaming from the object list view (tab, double click or anything else)
- Add a toggle "selectable" object on/off  option (Similiar to blender outliner one)

220

(3 replies, posted in Scripting)

Hello, there's one thing that bugged me for quite some time, I want to make a single function working for all clones,
here's a simple picture to illustrate :

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I want that when clone A or clone B collides with collision mesh, it start playing animation BUT :
1) not all clones at once (if clone A collides and play animation, clone B should not play)
2) without the need to copy & paste the whole function for each clones using cloneList[1] cloneList[2] etc

Currently i'm using method 2, but that's alot of trouble when i must tweak something

Hope i explained good enough, any tips on this ?

221

(8 replies, posted in Engine)

Oh right, that's working wink

222

(8 replies, posted in Engine)

I'm thinking of get/setAnimationSpeed and get/setCurrentFrame that i saw long time ago on r68 over Here

223

(25 replies, posted in Showcase)

I should really update these, things have changed alot since that wink
But yeah, there's alot of freedom with the horror genre, it's definately one of my (why so many.....) favorite project tongue

224

(8 replies, posted in Engine)

Amazing ! however i can only watch and drool :x

225

(18 replies, posted in Showcase)

Nice wink however i noticed two little problems:
- there's a big fps drop (about 1~2 sec) just after the loading screen
- the car's turning is very, very wild. too wild maybe ?