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	<channel>
		<title><![CDATA[dim3 Forum - All Forums]]></title>
		<link>http://www.idevgames.com/dim3/</link>
		<description><![CDATA[dim3 Forum - http://www.idevgames.com/dim3]]></description>
		<pubDate>Fri, 16 May 2008 08:44:30 -0400</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[UPNP networking support?]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2299</link>
			<pubDate>Thu, 15 May 2008 19:44:53 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2299</guid>
			<description><![CDATA[Brian,<br />
<br />
Does Dim3 currently support UPNP for networking behind Routers and Firewalls? I've read up on this and if it isn't already supported, adding this feature would greatly improve the networking experience; by automatically working with the user's router to establish internet play, a lot of port blocking problems could be bypassed.<br />
<br />
Universal Plug and Play (UPNP).]]></description>
			<content:encoded><![CDATA[Brian,<br />
<br />
Does Dim3 currently support UPNP for networking behind Routers and Firewalls? I've read up on this and if it isn't already supported, adding this feature would greatly improve the networking experience; by automatically working with the user's router to establish internet play, a lot of port blocking problems could be bypassed.<br />
<br />
Universal Plug and Play (UPNP).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bone Movement Bug]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2298</link>
			<pubDate>Thu, 15 May 2008 16:06:49 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2298</guid>
			<description><![CDATA[Brian--sometimes moving a bone (moving not rotating) doesn't show up in the animation, but does in the pose. Not sure why, and I don't have an example as it doesn't always occur, but when it does occur it stays even if you delete the pose.<br />
<br />
Any way I can help you figure this out?]]></description>
			<content:encoded><![CDATA[Brian--sometimes moving a bone (moving not rotating) doesn't show up in the animation, but does in the pose. Not sure why, and I don't have an example as it doesn't always occur, but when it does occur it stays even if you delete the pose.<br />
<br />
Any way I can help you figure this out?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Tutorial] Making transparent PNGs with Gimp]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2297</link>
			<pubDate>Thu, 15 May 2008 13:07:10 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2297</guid>
			<description><![CDATA[Making transparent PNGs with Gimp<br />
A short tutorial for beginners by Imon.<br />
<br />
All you need is the free image manipulation program Gimp. <br />
My version of Gimp is unfortunately a german version but you will get it right anyhow. (:<br />
<br />
<br />
• First,<br />
you need the image you want to have transparency. <br />
I've made an example texture for you.<br />
You can use it to try the few steps by yourself.<br />
Click here for additional help about bit-maps.<br />
Download the example image by clicking here.<br />
<br />
<br />
• Secondly,<br />
start the free image manipulation program Gimp and open the example PNG.<br />
It's called Tut1.png.<br />
<br />
<br />
If you can't see the image then click here.<br />
<br />
<br />
• Thirdly,<br />
go to Layer in the menu bar and select Transparency > Add Alpha Channel.<br />
<br />
<br />
If you can't see the image then click here.<br />
<br />
<br />
• Fourthly,<br />
choose the Wand tool and click on the white area to select it.<br />
(You can select every plain-coloured  area whith the Wand tool.)<br />
<br />
<br />
If you can't see the image then click here.<br />
<br />
<br />
• Fifthly,<br />
choose Edit > Cut.<br />
<br />
<br />
If you can't see the image then click here.<br />
<br />
<br />
• You did it!<br />
All you need to use it in Dim3 is saving it with the right suffix.<br />
Save Image As PNG image.<br />
<br />
<br />
Two more tipps:<br />
• You can select Grow Selection to prevent from white edges.<br />
• You can select areas manually with the Lasso tool.<br />
<br />
I hope you liked it,<br />
➲ Imon]]></description>
			<content:encoded><![CDATA[Making transparent PNGs with Gimp<br />
A short tutorial for beginners by Imon.<br />
<br />
All you need is the free image manipulation program Gimp. <br />
My version of Gimp is unfortunately a german version but you will get it right anyhow. (:<br />
<br />
<br />
• First,<br />
you need the image you want to have transparency. <br />
I've made an example texture for you.<br />
You can use it to try the few steps by yourself.<br />
Click here for additional help about bit-maps.<br />
Download the example image by clicking here.<br />
<br />
<br />
• Secondly,<br />
start the free image manipulation program Gimp and open the example PNG.<br />
It's called Tut1.png.<br />
<br />
<br />
If you can't see the image then click here.<br />
<br />
<br />
• Thirdly,<br />
go to Layer in the menu bar and select Transparency > Add Alpha Channel.<br />
<br />
<br />
If you can't see the image then click here.<br />
<br />
<br />
• Fourthly,<br />
choose the Wand tool and click on the white area to select it.<br />
(You can select every plain-coloured  area whith the Wand tool.)<br />
<br />
<br />
If you can't see the image then click here.<br />
<br />
<br />
• Fifthly,<br />
choose Edit > Cut.<br />
<br />
<br />
If you can't see the image then click here.<br />
<br />
<br />
• You did it!<br />
All you need to use it in Dim3 is saving it with the right suffix.<br />
Save Image As PNG image.<br />
<br />
<br />
Two more tipps:<br />
• You can select Grow Selection to prevent from white edges.<br />
• You can select areas manually with the Lasso tool.<br />
<br />
I hope you liked it,<br />
➲ Imon]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Tutorial] Importing Models into Animator]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2296</link>
			<pubDate>Thu, 15 May 2008 12:38:44 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2296</guid>
			<description><![CDATA[In this tutorial, I will show you how to import your models into the dim3 Animator. Just follow the steps, and you should have no problems.<br />
<br />
Step One—What You Should Know:<br />
<br />
The dim3 Animator can import 4 different model file types. The file types are:<br />
<br />
OBJ (.obj)<br />
Lightwave (.lwo)<br />
Meshwork (.mesh)<br />
Cinema 4D XML (.xml)<br />
<br />
These are the only file types you can import, so don't try to import .wings, or .blend, or .c4d, it just won't work.<br />
<br />
NOTE: Your model must be UV mapped, and contain no more then 32 materials.<br />
<br />
As there are restrictions for model file types, so also are there restrictions for texture file types. The Animator accepts only PNG (.png) formatted textures that are a Power of 2 (2,4,8,16,32,128,256 .ect)<br />
<br />
NOTE: The restriction is for a "Power" of 2, not a "Multiple" of 2. Remember this. Also, the texture does not have to be square, as long as both sides are a power of 2, it doesn't matter what their dimensions are.<br />
<br />
Now that you understand these things, let's get on to the next step...<br />
<br />
<br />
Step Two—What You Need:<br />
<br />
In order to import a model, you must have the following items ready:<br />
<br />
Model File (.obj/.lwo/.mesh/.xml)<br />
Texture File (.png)<br />
<br />
Example:<br />
mymodel.obj<br />
mytexture1.png<br />
<br />
If your model uses more then one texture, it might look more like this:<br />
mymodel.obj<br />
mytexture1.png<br />
mytexture2.png<br />
mytexture3.png<br />
<br />
NOTE: Try and give your UV maps and textures names that will be easy to work with, so you don't have to guess which texture "UV Map 1" is supposed to have.<br />
<br />
IMPORTANT: You cannot import more then 1 model file at once. So while you might have several texture files, you should have only one model file.<br />
<br />
Now that you have the necessary files, let's get on to the final step...<br />
<br />
<br />
Step Three—Importing Your Files:<br />
<br />
You have the files you need, so let's import them.<br />
<br />
First, open the Animator application.<br />
<br />
<br />
When you open Animator, a window will appear, asking you to select a model to open.<br />
<br />
<br />
<br />
However, we are creating a new model, and not opening an existing one, so click the cancel button.<br />
<br />
After hitting cancel, go to File>>New, or type Command-N. A new window will appear.<br />
<br />
<br />
<br />
Here you can name your model. Make sure you use a name that is obvious, for example, if you are importing a crate model, use something like "crate1".]]></description>
			<content:encoded><![CDATA[In this tutorial, I will show you how to import your models into the dim3 Animator. Just follow the steps, and you should have no problems.<br />
<br />
Step One—What You Should Know:<br />
<br />
The dim3 Animator can import 4 different model file types. The file types are:<br />
<br />
OBJ (.obj)<br />
Lightwave (.lwo)<br />
Meshwork (.mesh)<br />
Cinema 4D XML (.xml)<br />
<br />
These are the only file types you can import, so don't try to import .wings, or .blend, or .c4d, it just won't work.<br />
<br />
NOTE: Your model must be UV mapped, and contain no more then 32 materials.<br />
<br />
As there are restrictions for model file types, so also are there restrictions for texture file types. The Animator accepts only PNG (.png) formatted textures that are a Power of 2 (2,4,8,16,32,128,256 .ect)<br />
<br />
NOTE: The restriction is for a "Power" of 2, not a "Multiple" of 2. Remember this. Also, the texture does not have to be square, as long as both sides are a power of 2, it doesn't matter what their dimensions are.<br />
<br />
Now that you understand these things, let's get on to the next step...<br />
<br />
<br />
Step Two—What You Need:<br />
<br />
In order to import a model, you must have the following items ready:<br />
<br />
Model File (.obj/.lwo/.mesh/.xml)<br />
Texture File (.png)<br />
<br />
Example:<br />
mymodel.obj<br />
mytexture1.png<br />
<br />
If your model uses more then one texture, it might look more like this:<br />
mymodel.obj<br />
mytexture1.png<br />
mytexture2.png<br />
mytexture3.png<br />
<br />
NOTE: Try and give your UV maps and textures names that will be easy to work with, so you don't have to guess which texture "UV Map 1" is supposed to have.<br />
<br />
IMPORTANT: You cannot import more then 1 model file at once. So while you might have several texture files, you should have only one model file.<br />
<br />
Now that you have the necessary files, let's get on to the final step...<br />
<br />
<br />
Step Three—Importing Your Files:<br />
<br />
You have the files you need, so let's import them.<br />
<br />
First, open the Animator application.<br />
<br />
<br />
When you open Animator, a window will appear, asking you to select a model to open.<br />
<br />
<br />
<br />
However, we are creating a new model, and not opening an existing one, so click the cancel button.<br />
<br />
After hitting cancel, go to File>>New, or type Command-N. A new window will appear.<br />
<br />
<br />
<br />
Here you can name your model. Make sure you use a name that is obvious, for example, if you are importing a crate model, use something like "crate1".]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Any good GLSL books/tutorials?]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2295</link>
			<pubDate>Wed, 14 May 2008 20:53:39 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2295</guid>
			<description><![CDATA[Hey, anyone know of any good GLSL books/tutorials? Thanks. :)<br />
(yeah I googled, most tutorials explain how glsl works but don't have a basic intro to coding in it)]]></description>
			<content:encoded><![CDATA[Hey, anyone know of any good GLSL books/tutorials? Thanks. :)<br />
(yeah I googled, most tutorials explain how glsl works but don't have a basic intro to coding in it)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Maybe a little particle bug here]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2294</link>
			<pubDate>Wed, 14 May 2008 20:42:46 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2294</guid>
			<description><![CDATA[(this is v2.2)<br />
<br />
If you take the video I posted in Showcase http://files.filefront.com/WeaponTest6mp...einfo.html , and this one: http://files.filefront.com/EngineTestmp4...einfo.html ... I tried something with particles.<br />
<br />
In the gun video things work more or less as I suppose them to. But when the gun hits nothing, i.e. it's auto-hit distance, or hits something far away, then the particles "snip back" on hit. Watch the video, you will see what I mean.<br />
<br />
In the engine video you can see the particles spawning somewhat vertical, but I want them to fly out behind, while the spawning point is fixed to the model. Just like a water hose. Playing with () Inherit Model Motion, () Inherit Model Rotation and () Stick To Model Bone does not help. Turning the exhaust bone in all directions does not either.<br />
First I thought those would set an angle for particles to spawn, but they don't:<br />
<br />
Code:<br />
&lt;X offset="180" /&gt;<br />
&lt;Y offset="0" /&gt;<br />
&lt;Z offset="180"&nbsp;&nbsp;/&gt;<br />
<br />
<br />
Here is all four particles, the names speak for themselves:<br />
<br />
<br />
Code:<br />
&lt;Particle name="Bright Blue Accelerate"&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Settings count="4" time="2000" reverse="false" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Image file="smoke_fluff16" count="1" time="2000" loop="false" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Trail count="0" step="0" reduce="1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Gravity start="-50" add="0.1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Size start="220" end="30" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;X offset="180" move="0" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Y offset="0" move="0" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Z offset="180" move="15" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Color start="99ffff" end="00ffff" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Alpha start="0.6" end="0.1" /&gt;<br />
&lt;/Particle&gt;<br />
<br />
&lt;Particle name="Bright Blue Spit Hit"&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Settings count="12" time="1600" reverse="false" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Image file="smoke_fluff16" count="1" time="200" loop="true" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Trail count="0" step="0" reduce="1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Gravity start="-24" add="0.1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Size start="220" end="30" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;X offset="180" move="40" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Y offset="0" move="0" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Z offset="180" move="40" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Color start="99ffff" end="00ffff" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Alpha start="0.6" end="0.1" /&gt;<br />
&lt;/Particle&gt;<br />
<br />
&lt;Particle name="Bright Blue Spit Spawn"&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Settings count="12" time="1200" reverse="false" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Image file="smoke_fluff16" count="1" time="200" loop="true" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Trail count="0" step="0" reduce="1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Gravity start="-24" add="0.1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Size start="180" end="40" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;X offset="20" move="30" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Y offset="0" move="0" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Z offset="20" move="30" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Color start="99ffff" end="00ffff" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Alpha start="0.8" end="0.1" /&gt;<br />
&lt;/Particle&gt;<br />
<br />
&lt;Particle name="Bright Blue Spit Cloud"&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Settings count="12" time="1200" reverse="false" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Image file="smoke_fluff16" count="1" time="200" loop="true" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Trail count="0" step="0" reduce="1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Gravity start="-6" add="0.1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Size start="260" end="70" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;X offset="25" move="35" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Y offset="0" move="0" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Z offset="25" move="35" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Color start="99ffff" end="00ffff" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Alpha start="0.6" end="0.1" /&gt;<br />
&lt;/Particle&gt;<br />
<br />
]]></description>
			<content:encoded><![CDATA[(this is v2.2)<br />
<br />
If you take the video I posted in Showcase http://files.filefront.com/WeaponTest6mp...einfo.html , and this one: http://files.filefront.com/EngineTestmp4...einfo.html ... I tried something with particles.<br />
<br />
In the gun video things work more or less as I suppose them to. But when the gun hits nothing, i.e. it's auto-hit distance, or hits something far away, then the particles "snip back" on hit. Watch the video, you will see what I mean.<br />
<br />
In the engine video you can see the particles spawning somewhat vertical, but I want them to fly out behind, while the spawning point is fixed to the model. Just like a water hose. Playing with () Inherit Model Motion, () Inherit Model Rotation and () Stick To Model Bone does not help. Turning the exhaust bone in all directions does not either.<br />
First I thought those would set an angle for particles to spawn, but they don't:<br />
<br />
Code:<br />
&lt;X offset="180" /&gt;<br />
&lt;Y offset="0" /&gt;<br />
&lt;Z offset="180"&nbsp;&nbsp;/&gt;<br />
<br />
<br />
Here is all four particles, the names speak for themselves:<br />
<br />
<br />
Code:<br />
&lt;Particle name="Bright Blue Accelerate"&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Settings count="4" time="2000" reverse="false" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Image file="smoke_fluff16" count="1" time="2000" loop="false" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Trail count="0" step="0" reduce="1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Gravity start="-50" add="0.1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Size start="220" end="30" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;X offset="180" move="0" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Y offset="0" move="0" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Z offset="180" move="15" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Color start="99ffff" end="00ffff" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Alpha start="0.6" end="0.1" /&gt;<br />
&lt;/Particle&gt;<br />
<br />
&lt;Particle name="Bright Blue Spit Hit"&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Settings count="12" time="1600" reverse="false" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Image file="smoke_fluff16" count="1" time="200" loop="true" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Trail count="0" step="0" reduce="1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Gravity start="-24" add="0.1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Size start="220" end="30" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;X offset="180" move="40" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Y offset="0" move="0" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Z offset="180" move="40" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Color start="99ffff" end="00ffff" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Alpha start="0.6" end="0.1" /&gt;<br />
&lt;/Particle&gt;<br />
<br />
&lt;Particle name="Bright Blue Spit Spawn"&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Settings count="12" time="1200" reverse="false" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Image file="smoke_fluff16" count="1" time="200" loop="true" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Trail count="0" step="0" reduce="1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Gravity start="-24" add="0.1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Size start="180" end="40" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;X offset="20" move="30" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Y offset="0" move="0" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Z offset="20" move="30" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Color start="99ffff" end="00ffff" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Alpha start="0.8" end="0.1" /&gt;<br />
&lt;/Particle&gt;<br />
<br />
&lt;Particle name="Bright Blue Spit Cloud"&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Settings count="12" time="1200" reverse="false" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Image file="smoke_fluff16" count="1" time="200" loop="true" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Trail count="0" step="0" reduce="1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Gravity start="-6" add="0.1" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Size start="260" end="70" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;X offset="25" move="35" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Y offset="0" move="0" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Z offset="25" move="35" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Color start="99ffff" end="00ffff" /&gt;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;Alpha start="0.6" end="0.1" /&gt;<br />
&lt;/Particle&gt;<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Level transition]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2293</link>
			<pubDate>Wed, 14 May 2008 20:15:41 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2293</guid>
			<description><![CDATA[How do you make it so when you reach a certain portal you go to the next?]]></description>
			<content:encoded><![CDATA[How do you make it so when you reach a certain portal you go to the next?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Messages]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2292</link>
			<pubDate>Wed, 14 May 2008 19:11:18 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2292</guid>
			<description><![CDATA[In this tutorial, I will explain one of the most important aspects of scripting in Dim3.<br />
Messages.<br />
<br />
Note: Read ccccc's scripting tutorial first. You need it.<br />
<br />
What is a message?<br />
A message is basically a way to send information from script to script.<br />
Script A sends a number to script B and script B then executes the appropriate action.<br />
<br />
How do I use them?<br />
There are a few built in functions for sending messages in Dim3.<br />
Look at the Event Object page in the Docs and you will see:<br />
<br />
Code:<br />
game/course/obj/weap/proj<br />
&nbsp;&nbsp;&nbsp;&nbsp;event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessage(to,name,messageId);&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; to is DIM3_MESSAGE_TO_???<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToPlayer(messageId);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToHeldWeapon(messageId);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToSpawnWeapon(messageId);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToObjectById(objectId,messageId);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToObjectByName(objectName,messageId);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToCourse(messageId);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToGame(messageId);<br />
<br />
Sending a message from a weapon script to the player script would look like this:<br />
<br />
Code:<br />
weap.event.sendMessageToPlayer(&lt;someMessageID&gt;);<br />
<br />
The message id can be any number you want.<br />
Let's see how the player script deals with this message:<br />
Whenever a script receives a message, there is a DIM3_EVENT_MESSAGE event.<br />
To act upon receiving the event, you have to add this even to your event function:<br />
<br />
Code:<br />
function event(obj,mainEvent,subEvent,id,tick)<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;switch (mainEvent) {<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case DIM3_EVENT_MESSAGE:<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;objectMessage(obj,subEvent,id);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
}<br />
<br />
This will call the objectMessage function whenever the object receives a message and pass it the obj, subEvent and id variables.<br />
subEvent can be any of the following, depending on where the message came from:<br />
<br />
Code:<br />
DIM3_EVENT_MESSAGE_FROM_SCRIPT //message came from a script<br />
DIM3_EVENT_MESSAGE_FROM_COURSE //message came from a map (by entering a portal for example)<br />
DIM3_EVENT_MESSAGE_FROM_KEY_DOWN //message came from pressing a key<br />
DIM3_EVENT_MESSAGE_FROM_KEY_UP //message came from letting go of a key<br />
<br />
id is the number you sent. (]]></description>
			<content:encoded><![CDATA[In this tutorial, I will explain one of the most important aspects of scripting in Dim3.<br />
Messages.<br />
<br />
Note: Read ccccc's scripting tutorial first. You need it.<br />
<br />
What is a message?<br />
A message is basically a way to send information from script to script.<br />
Script A sends a number to script B and script B then executes the appropriate action.<br />
<br />
How do I use them?<br />
There are a few built in functions for sending messages in Dim3.<br />
Look at the Event Object page in the Docs and you will see:<br />
<br />
Code:<br />
game/course/obj/weap/proj<br />
&nbsp;&nbsp;&nbsp;&nbsp;event<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessage(to,name,messageId);&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; to is DIM3_MESSAGE_TO_???<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToPlayer(messageId);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToHeldWeapon(messageId);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToSpawnWeapon(messageId);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToObjectById(objectId,messageId);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToObjectByName(objectName,messageId);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToCourse(messageId);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sendMessageToGame(messageId);<br />
<br />
Sending a message from a weapon script to the player script would look like this:<br />
<br />
Code:<br />
weap.event.sendMessageToPlayer(&lt;someMessageID&gt;);<br />
<br />
The message id can be any number you want.<br />
Let's see how the player script deals with this message:<br />
Whenever a script receives a message, there is a DIM3_EVENT_MESSAGE event.<br />
To act upon receiving the event, you have to add this even to your event function:<br />
<br />
Code:<br />
function event(obj,mainEvent,subEvent,id,tick)<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;switch (mainEvent) {<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;case DIM3_EVENT_MESSAGE:<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;objectMessage(obj,subEvent,id);<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
}<br />
<br />
This will call the objectMessage function whenever the object receives a message and pass it the obj, subEvent and id variables.<br />
subEvent can be any of the following, depending on where the message came from:<br />
<br />
Code:<br />
DIM3_EVENT_MESSAGE_FROM_SCRIPT //message came from a script<br />
DIM3_EVENT_MESSAGE_FROM_COURSE //message came from a map (by entering a portal for example)<br />
DIM3_EVENT_MESSAGE_FROM_KEY_DOWN //message came from pressing a key<br />
DIM3_EVENT_MESSAGE_FROM_KEY_UP //message came from letting go of a key<br />
<br />
id is the number you sent. (]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Beta???]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2291</link>
			<pubDate>Wed, 14 May 2008 18:15:15 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2291</guid>
			<description><![CDATA[I have a quick question on the Beta. WHat happend to the primitives????? How do I add "meshes" OR whatever is that replaced primitives. Also when I open the engine nothing appears on the menu and I can't quit. I tried loading a map I made on 2.0. DO I have to re-edit the script?]]></description>
			<content:encoded><![CDATA[I have a quick question on the Beta. WHat happend to the primitives????? How do I add "meshes" OR whatever is that replaced primitives. Also when I open the engine nothing appears on the menu and I can't quit. I tried loading a map I made on 2.0. DO I have to re-edit the script?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[NEED HELP! (MATHS)]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2290</link>
			<pubDate>Wed, 14 May 2008 11:32:53 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2290</guid>
			<description><![CDATA[I'm gonna delete this soon, it's only a quick qestion i need to get answered.<br />
Whats the vertical scale of the first cube? (Whats the procent of the height if the second cube is 100% high) Quick! :)<br />
<br />
http://img374.imageshack.us/img374/1796/afkj4hd4cw8.jpg]]></description>
			<content:encoded><![CDATA[I'm gonna delete this soon, it's only a quick qestion i need to get answered.<br />
Whats the vertical scale of the first cube? (Whats the procent of the height if the second cube is 100% high) Quick! :)<br />
<br />
http://img374.imageshack.us/img374/1796/afkj4hd4cw8.jpg]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Map testing and rifle]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2289</link>
			<pubDate>Tue, 13 May 2008 23:47:35 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2289</guid>
			<description><![CDATA[I just recorded a small movie of a test map I made, showing the rifle I modeled (and Alex textured) in action. Nothing special, but I thought that some of you might wanna see it. :)<br />
<br />
http://files.filefront.com/iShowU+Captur...einfo.html<br />
or<br />
http://www.veoh.com/videos/v10480911GaC7...onfirmed=1]]></description>
			<content:encoded><![CDATA[I just recorded a small movie of a test map I made, showing the rifle I modeled (and Alex textured) in action. Nothing special, but I thought that some of you might wanna see it. :)<br />
<br />
http://files.filefront.com/iShowU+Captur...einfo.html<br />
or<br />
http://www.veoh.com/videos/v10480911GaC7...onfirmed=1]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mathematical functions as projectiles?]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2288</link>
			<pubDate>Tue, 13 May 2008 13:20:29 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2288</guid>
			<description><![CDATA[Reading a book on JavaScript they had examples of JavaScript and mathematical functions, like little graphics along a sinus curve. I wonder if that is possible in dim3 already or could be easily implemented?<br />
For example instead of a straight ray from a to b you then would have a curved line.]]></description>
			<content:encoded><![CDATA[Reading a book on JavaScript they had examples of JavaScript and mathematical functions, like little graphics along a sinus curve. I wonder if that is possible in dim3 already or could be easily implemented?<br />
For example instead of a straight ray from a to b you then would have a curved line.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dim3 for Point and Click, Fighting and 2.5 D Games]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2287</link>
			<pubDate>Tue, 13 May 2008 10:10:34 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2287</guid>
			<description><![CDATA[Hello everyone :)<br />
<br />
I just wanna ask those experienced in Dim3. Would the following games be possible in Dim3<br />
<br />
1. Point and Click games similar to Clock Tower in PS or those old Lucas Art games.<br />
<br />
2. Simple 1v1 3D fighting game similar to Street Fighter EX or old Tekken 1, no matter how simple<br />
<br />
3. 2.5D games. The ones with pre-rendered backgrounds and 3D Characters. Examples include Resident Evil 1, 2 and 3 as well as Final Fantasy 7, 8 and 9.<br />
<br />
4. Survival Horror style controls. With fixed 3rd person camera angles. Examples include Resident Evil, Galerians, Silent Hill, Dino Crisis...<br />
<br />
BTW, if they are indeed possible, would they still be with Javascript alone? I'm asking this because I want to ensure portability across PC and MAC..<br />
I'm currently looking into Wintermute Engine as well. It is free and seems really great with 2.5D Resident Evil style games. However, it isn't cross platform. TGB also seem to be a nice option but doesn't have that much 3D features.<br />
<br />
Hope you can help me decide. Thanks in advance. :)]]></description>
			<content:encoded><![CDATA[Hello everyone :)<br />
<br />
I just wanna ask those experienced in Dim3. Would the following games be possible in Dim3<br />
<br />
1. Point and Click games similar to Clock Tower in PS or those old Lucas Art games.<br />
<br />
2. Simple 1v1 3D fighting game similar to Street Fighter EX or old Tekken 1, no matter how simple<br />
<br />
3. 2.5D games. The ones with pre-rendered backgrounds and 3D Characters. Examples include Resident Evil 1, 2 and 3 as well as Final Fantasy 7, 8 and 9.<br />
<br />
4. Survival Horror style controls. With fixed 3rd person camera angles. Examples include Resident Evil, Galerians, Silent Hill, Dino Crisis...<br />
<br />
BTW, if they are indeed possible, would they still be with Javascript alone? I'm asking this because I want to ensure portability across PC and MAC..<br />
I'm currently looking into Wintermute Engine as well. It is free and seems really great with 2.5D Resident Evil style games. However, it isn't cross platform. TGB also seem to be a nice option but doesn't have that much 3D features.<br />
<br />
Hope you can help me decide. Thanks in advance. :)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Intro movie and story page help]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2286</link>
			<pubDate>Tue, 13 May 2008 09:40:37 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2286</guid>
			<description><![CDATA[Hi,<br />
<br />
I'm trying to set up Dim so that when you start the engine it plays a short intro movie file before going to the main menu screen but so far I've been unsuccessful. <br />
I'm pretty sure I've got to use the 'startMovie(name,eventId);' command but have no idea where to put it or if it's even the right thing to use. <br />
Any help would be greatly appreciated!?<br />
<br />
Also, I'm trying to bring up a story page at the beginning of the level after the loading screen. I've got the .png files that I want to use set up in their own folder in the story folder but I have no idea as what code to use and where to put it. Again, any help would be great thanks!!]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I'm trying to set up Dim so that when you start the engine it plays a short intro movie file before going to the main menu screen but so far I've been unsuccessful. <br />
I'm pretty sure I've got to use the 'startMovie(name,eventId);' command but have no idea where to put it or if it's even the right thing to use. <br />
Any help would be greatly appreciated!?<br />
<br />
Also, I'm trying to bring up a story page at the beginning of the level after the loading screen. I've got the .png files that I want to use set up in their own folder in the story folder but I have no idea as what code to use and where to put it. Again, any help would be great thanks!!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Server operation?]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2285</link>
			<pubDate>Mon, 12 May 2008 23:57:36 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2285</guid>
			<description><![CDATA[Hey guys I have another noobish question thats been asked in other threads but hasn't gotten to my needed answer. I've also looked in the documentation but no dice. I need to basically run the game for multiplayer. I have found some problems on my attemps to make it work.<br />
<br />
1.I don't know the commands for the server app.<br />
2. How should the finalized server.xml script in the settings folder look like?<br />
3.By browser you mean like firefox?<br />
<br />
I'm sorry I'm asking such noobish questions :(. Maybe it's just my firewall? I have to find out how to do this because my friend wants to play during his computer class with everybody else in the class but I still can't even make it lan. It always says "Host not found", Or "unreachable". Please help.]]></description>
			<content:encoded><![CDATA[Hey guys I have another noobish question thats been asked in other threads but hasn't gotten to my needed answer. I've also looked in the documentation but no dice. I need to basically run the game for multiplayer. I have found some problems on my attemps to make it work.<br />
<br />
1.I don't know the commands for the server app.<br />
2. How should the finalized server.xml script in the settings folder look like?<br />
3.By browser you mean like firefox?<br />
<br />
I'm sorry I'm asking such noobish questions :(. Maybe it's just my firewall? I have to find out how to do this because my friend wants to play during his computer class with everybody else in the class but I still can't even make it lan. It always says "Host not found", Or "unreachable". Please help.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[J-dome Moniter]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2284</link>
			<pubDate>Mon, 12 May 2008 20:05:38 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2284</guid>
			<description><![CDATA[Yet another random idle chatter thread. :P<br />
<br />
http://www.jdome.com/<br />
^^ looks neat, I'll probably make one myself as I already have a projector....]]></description>
			<content:encoded><![CDATA[Yet another random idle chatter thread. :P<br />
<br />
http://www.jdome.com/<br />
^^ looks neat, I'll probably make one myself as I already have a projector....]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tutorial Request Thread]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2283</link>
			<pubDate>Mon, 12 May 2008 19:33:19 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2283</guid>
			<description><![CDATA[Hello everyone. This thread was created for users to post Tutorials they'd like to have. The more tutorials we have, the better, and I'd like to make some myself, so if anyone has any request, please post them. Thanks!<br />
<br />
<br />
<br />
CURRENT REQUEST:<br />
<br />
•Basic Scripting Tutorial/More Scripting Tutorials<br />
•Blender Tutorials<br />
•How to use the Animator type Tutorial<br />
•Animator Tutorals<br />
<br />
UPDATE: Imon made a transparency tutorial, and I made tutorial on how to import models in the Animator.]]></description>
			<content:encoded><![CDATA[Hello everyone. This thread was created for users to post Tutorials they'd like to have. The more tutorials we have, the better, and I'd like to make some myself, so if anyone has any request, please post them. Thanks!<br />
<br />
<br />
<br />
CURRENT REQUEST:<br />
<br />
•Basic Scripting Tutorial/More Scripting Tutorials<br />
•Blender Tutorials<br />
•How to use the Animator type Tutorial<br />
•Animator Tutorals<br />
<br />
UPDATE: Imon made a transparency tutorial, and I made tutorial on how to import models in the Animator.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Happy Birthday!]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2282</link>
			<pubDate>Mon, 12 May 2008 17:43:40 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2282</guid>
			<description><![CDATA[I would like to say happy birthday to both, Teh1ghool and Barclay Walsh. :)<br />
<br />
Happy birthday guys!<br />
<br />
<br />
Teh1ghool is 17 and Barclay Walsh is 16. :)<br />
<br />
Barclay, are you going to get your driver's license soon?<br />
<br />
I would also like to say happy birthday to mafoo! His  birthday was the seventh. :) Happy birthday!<br />
I have no intel on his age.]]></description>
			<content:encoded><![CDATA[I would like to say happy birthday to both, Teh1ghool and Barclay Walsh. :)<br />
<br />
Happy birthday guys!<br />
<br />
<br />
Teh1ghool is 17 and Barclay Walsh is 16. :)<br />
<br />
Barclay, are you going to get your driver's license soon?<br />
<br />
I would also like to say happy birthday to mafoo! His  birthday was the seventh. :) Happy birthday!<br />
I have no intel on his age.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New use for floppy disks]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2281</link>
			<pubDate>Mon, 12 May 2008 16:00:19 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2281</guid>
			<description><![CDATA[New use for floppy disks<br />
[EDIT]^^the blue highlight means it's a link, click it! :P[/EDIT]<br />
<br />
I want one. ]]></description>
			<content:encoded><![CDATA[New use for floppy disks<br />
[EDIT]^^the blue highlight means it's a link, click it! :P[/EDIT]<br />
<br />
I want one. ]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Making icons...]]></title>
			<link>http://www.idevgames.com/dim3/showthread.php?tid=2280</link>
			<pubDate>Mon, 12 May 2008 15:30:38 -0400</pubDate>
			<guid isPermaLink="false">http://www.idevgames.com/dim3/showthread.php?tid=2280</guid>
			<description><![CDATA[This isn't really an editor question, it's more in general and for icons and stuff:  What program would you use to make an icon that has no background, like not even white or anything, so that when you use it as an icon like on your desktop, it doesn't have a background around it?  I've tried using stuff like Gimpshop and others but when I save it and open it in Preview it always has a white background.]]></description>
			<content:encoded><![CDATA[This isn't really an editor question, it's more in general and for icons and stuff:  What program would you use to make an icon that has no background, like not even white or anything, so that when you use it as an icon like on your desktop, it doesn't have a background around it?  I've tried using stuff like Gimpshop and others but when I save it and open it in Preview it always has a white background.]]></content:encoded>
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