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Messages - 38darkness42

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1
Off Topic / Re: Realm Crafter
« on: Oct 08, 12, 12:17:49 PM »
I too started with Realm Crafter. It seemed really good at first, but of course after time has passed developing with the game engine I found soon enough it did not meet my current expectations. It is very good in some aspects, they do have some aspiring developers on over at the pro forum.

Source-code wise, if you have enough talent and effort you can make a little bit of something out of it.

Nonetheless, if you are looking for something to start off with then Realm Crafter would be an ideal choice, imo. Although there are some other engines to get started with as well.

2
Developer Job Board / Re: Level/world builder.
« on: Oct 08, 12, 11:57:38 AM »
I have sent you a PM discussing a position open.

3
Might I ask when this tutorial would be up? I would love to see it!

4
Well I went back and exported all my meshes as .hgm again from 3ds Max, due to some scaling reasons. So therefor this gave me an excuse to play around with the materials a bit.

I went into the Blade and imported a few models and changed around the time of day in the environment. Sure enough that as the day went into progression I noticed the lighter parts of the model changed colors a bit.

Might I ask, if I delete the spec map in the repository, go into the art depot directory on C:, modify the spec map, re-import into repository, it should catch it correct?

5
I've noticed that once when I view the model in the HeroEngine viewer (The one that came in the art pipeline. Might I also add that is an amazing program to view the models) That it completely looks normal. But inside the HeroBlade itself, the model looks... off.

Here is a screenshot of a house in 3DS max, The HeroEngine model viewer, and the HeroBlade itself to compare.

3DS Max:


HeroBlade:


HeroEngine Model Viewer:



Could it be a rendering issue with the model in the Blade itself?

6
After getting past the problem with R: not showing up in the repository, I finally got past by installing the art depot (Thanks Bennett And Cooper for the help) Now that I have my assets all worked out, imported in correctly, I'm noticing some parts of the model where areas are darker, lighter, blotchy, etc. I have some pictures to help explain better.







I suppose it's an export issue in 3DS Max? Because the textures do not look like this inside the program itself, it might just be a problem with the material.

Also please excuse me if I've posted in the wrong section. I figured that this was mostly related to 3DS max and the materials that it belonged in "Art & Art Pipeline"

7
Seeing that HeroEngine is being supported for mac as of right now, I decided to download virtual box and have a virtual machine of Windows 7 on my MacBook. When I launch it, I get the error "Initialization of 3D subsystem failed" error.

I know this has to do with something of the virtual machine, is there anyway around it? I checked the Wiki and found a page but it didn't really help that much.

8
I have it all solved now. :D Thanks Cooper and Bennett for the help.

9
Sweet thanks.

Edit: Ok this is awesome I finally got it to work thanks for your help but now I have one more question. Whenever I import the models I bought from a website into a modeling program there is no texture on it, right. But say I have an older game engine (It's called RealmCrafter, I used it as a prototype) When I import the models in there, the textures for the building and walls are already in the model. Is there any way I can grab that texture and import it in the modeling program? Because the only reason why I use the modeling program for this situation is to convert it from .fbx to .hgm. In other game engines the texture is already there. The textures I'm using right now is just a simple wood texture just to test it out and what it looks like in HeroEngine for all models.

10
Alright so considering this is what happens when I import the model...


(Sorry about the small picture)

Do I just need to put the texture file inside the folder where I exported the model to inside the repository? (Of course the texture would be .dds)

11
Hey all.

So recently I've been trying to import some models to my Repository. Made it that far with configuring it all right and stuff but the issue is I downloaded models previously from Dexsoft games. I imported the model with the FBX format (Because any of the models I downloaded are her graphics mesh) So the model I imported had no texture, so I decided to texture it myself. I followed the tutorial on YouTube by HeroEngine and here's what I got with the texture layout:


So I think I have all the textures right? Anyways...
Then to show the textures on the model I selected Map #1 Bitmap and select "Show shaded material in vieport" and then another list pops up. Which says "Show on (Standard)" and "Show on Material #35 Hero" I clicked "Show on (standard)" Then selected the "Material #35 Hero" Box and selected "Show Shaded Material in Viewport"

So with that it shows this...


And then the texture on the model appears.


Ok so after that I export like usual, make sure I exported in .hgm. Put that bad boy in my repository, loaded HeroEngine, imported model, and bam...


So can anyone tell me what I'm doing wrong? I know it's in managing the textures somewhere, probably with the HeroMaterial. Can anyone enlighten me on this issue please?

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