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Messages - PRatliff

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1
Art & Art Pipeline / Re: My objects are not visible
« on: Jul 23, 12, 11:22:06 PM »
Any errors in console?

2
Art & Art Pipeline / Re: particle system
« on: Jul 13, 12, 10:10:12 PM »
Silly question - you're sure you're doing this in edit instances?

3
And by extension, could I then somehow delete the E_ and HE_ prefixed ones from the DOM entirely?

4
Actually, I think I'm confused about the HE_ classes in general. http://wiki.heroengine.com/wiki/Adapting_Clean_Engine seems to say that HE_ Classes are the HeroEngine classes, and that they should be overridden with a game specific class, ala GAMENAME_Account.

But for most of the system nodes, I see a version prepended with _, HE_ and E_.. e.g. _Account, HE_Account and E_Account. Only _Account and E_Account were listed in the System Nodes Configuration Tool as being a system node.

So are all of the HE_ ones redudant? We should create game-specific classes in the style of the E_ Classes, overriding the _ Classes with HE_ prefixed methods? My plan was to create GameName_ classes (and scripts) for all of the major things, removing the E_ prefixed ones from this UI, leaving only _ and GAMENAME_.. Yes?

5
There is _CharacterCreationSystem (required package) and E_CharacterCreationSystem (game package), but also HE_CharacterCreationSystem (optionalgame package).

I understand the first and second, but the third seems redundant. The ClassMethods implement essentially nothing; just debug, CCSEnabled and CharacterSpecificationForVisibleCharacter. I know it isn't registered as a System Node, but being in optionalgame package means you can't move it to game package (can't change package except on game) and can't delete (can't delete non-game package classes). That means it just sits there uselessly. For the ODC among us, is there any way to scrub it?

6
And on a related note, adding the Hero Shader to a model in Maya makes it look like total shit. Is there any way to have this render nicely in Maya's viewports? Or do I just need to remove the Shader if I want to do anything useful in Maya after adding it?

7
My current pipeline for organic modeling is ZBrush Polypainting, Unwrap UVs, generate Texture Map from PolyPaint, GoZ into Maya, rigging and animation, then HE Export;

The problem is that ZBRush generates .TIF textures, and HE (from what I understand) only accepts DDS. This means manually running the Nvidia DDS tools to convert them, move them manually to Depot, updating the texture path in Maya (including new file extension), adding the Hero Shader and then uploading via Repo Browser. This is kinda a pain in the ass.

Does anyone know if there is an easier way to do this? Have ZBrush generate DDS textures instead? Or save the Texture Map to the Depot automatically? Have Maya/Zbrush/HE Export convert to DDS on the fly?

8
Design & World Building / Re: I have a bug
« on: Jul 06, 12, 11:36:40 AM »
ITT: Best bug "reproduction steps" ever..

9
Art & Art Pipeline / [Solved] GUIEvents (OnMouseEnter)
« on: Jul 03, 12, 12:42:14 PM »
I added the following to the CleanEngine E_AbilityBarClassMethods.

I (perhaps incorrectly) assumed I'd see a message in the Console when my mouse entered the AbilityBar control. I don't see anything.

method onMouseEnter(args references Class GUIMouseEvent)
 println("Mouse entered Control E_AbilityBar");
 
.

Am I missing something? Is this being overridden higher in the chain, somehow? I don't really understand how a GUIControl recieves a GUIEvent, or rather.. who sends the GUIEvent in the first place?

I see a comment in _GUIMethodCallbacksClassMethods near onMouseEnter:


////////////////////////////////////////////////////////////////////
// THE FOLLOWING SECTION IS FOR METHODS WHICH ARE PASSED DOWN TO
// A CONTROL'S ROOT PARENT FOR HANDLING OF EVENTS
// args.source will contain the original control which is passing the event down
////////////////////////////////////////////////////////////////////

Since E_AbilityBar's root parent is E_AbilityBar->GUIPanel->GUIControl->Scripted, I'd expect to see onMouseEnter handled somewhere, but I don't see it.

10
OH GOD YES. THANK YOU SCOTT!

11
And on a related note, is there any documentation for the default Events sent by the Server? E.g. OnCombatEvent, OnAbilityActivate..

12
I'm getting terribly confused with many of the system objects, like E_Playercharacter inheriting E_CommonCharacter inheriting _PlayerCharacter. Is there a diagram that shows the basic inheritance/hierarchy for the system specific stuff ?

13
Anyone have a video of this LERP implementation? I'm curious to see how the smoothing looks.

14
Coming from UDK, I used "Align to Floor" (Hotkey END) to drop meshes down on the 0 Z plane, and make sure nothing was floating. Any shortcut/option to do this in HE? I know I can use Snap, but it doesn't necessarily snap from the ground up.. some of my meshes will snap from floating above to partially below?

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