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Messages - Aamnark

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Thank you Cooper - makes sense.  Your description in last paragraph makes sense - better said than what I was trying to say!

I like the thought process and ability to maintain flexibility as development then testing progresses ... with the differing tools available, and some thought in initial map construct, being able to adapt without stepping back (too much) is critical.

Appreciate help!

Iíve read many posts on Seamless1.0 (SL1) versus Seamless2.0 (SL2).  And Iíve tried to pay particular attention to the appropriate sources and facts (recommend sizes, consideration of gameplay activity, stresses on client, considerations of level design, etc)

As we are now gearing up to start our actual level design and production (step-by-step, slowly, and methodically ;) ), I just want to ensure we have assimilated the information properly and are proceeding intelligently.

We believe that utilizing a mix of SL1 and SL2, with a higher degree of usage of SL1 is the best route.

I understand that to grid out the entire map (SL2) would bring into play too many technical variables and considerations associated with Seamless 2.0 as applied against game play and activity designs. (essentially, just complicating the crap out of everything - not "not doable" but why introduce that?)

Of course it would be nice to just Seamless 2.0 link a nice open map/world, then go to town.  But there seems to be just too many variables to complicate already many complex, interdependent consideration: level design, game play, assets,  game systems, game mechanics, etc ... and not to discount the unpredictable: you can't always, no matter how you try, predict where players will congregate (unless you put little in the world or have too much restrictive terrain).

In addition, going heavy in Seamless 2.0 constrains the sizes of the areas (in most cases, as suggested).  Where I see others doing well with sizes from ~500m X 500m up to 700'sm with SL1 ... the Seamless 2.0 is 1/2 that ... thus requiring more actual areas (not that it is complicated, and not sure how much more work ... but in this world - whatever keeps counts down and things simpler is nice).

The key seems to be in being creative (and not repetitive) with the transition topology.  And using the SL2 in specific areas for specific, planned designs reasons.

Are we thinking right?

I've read that people thought (as we first did) to use small Areas as "links" between major areas and use SL2 on either end of the smaller link area.  But some have gone away from that ... any reasons why?  Or, is that method is essentially a "bridge" so why not simply use the SL1?

Thanks for help!!!

Make sense!

You can also duplicate the heightmap, or use a combination of SL2 and SL1. With just heightmaps, you could easily use SL2, since their impact is quite low.

In researching, I saw that a few tried to use small transition areas between two "major" areas.  In these transitions areas they used SL2 as a "bridge" between.   But they dropped it - and went to SL1.

Was just trying to figure out how to get visual just right for transition point - shortcuts or "tricks" from more experience people ..

Thanks for help!!!

We've gone through tutorial and successfully done the s-curve (seamless 1.0) ... this will be use predominantly in our world.   I am heeding the advice of Cooper  ;)    There are some seamless 2.0 that will work for game content/play dynamics .. but in general we are sticking to what works.

Quick question on the s-curve and transition point concerning the level/terrain around it .... for instance, if we have a tight ravine with high wall (created by terrain editor) and tight, sharp curve ... what is best way to get that duplicated in both areas so it is exact looking.

I suppose we could just re-create ... but .....

I was thinking in one area we could create it (total s-curve) and slice the heightmap at the transition point ... and that which we slice off goes to the other area ... but I am not sure how to get that newly sliced heightmap into new area  (all I can find searching is importing from outside)

thanks for help and patience!!!  What do others do - is this idea nuts,  the hard way, or make sense?

General Discussion / Re: Folder Structuring Methodology
« on: Mar 18, 13, 03:58:40 PM »
Makes sense!  Thanks for help and hints mate!

General Discussion / Folder Structuring Methodology
« on: Mar 18, 13, 02:01:00 PM »
We are in early development stage, but do want to begin to import some basic static assets.

I have a handle on the Art Depot and Repository Browser.  Makes perfect sense and working fine.

I understand that for Characters (according to Wiki's) you must follow the file layout (Character folder with Dynamic_2/TextureBanks.  So that must remain and be done as such.  No worries.

For other assets (static primarily for this conversation):  Concerning the folder structure that exists now, it appears the static assets are found in: HE/world/livecontent/ then subfolders organized by general use or type;i.e., TerrainMaps, audio, etc

I notice in the Resources folder you have that broken down into sub-folders by location and/or type ... static assets most of them.

Is it possible (or not recommended) that for world static assets we could (under HE/) create our own folders - or must it remain under /world/livecontent/?

Also - regardless of guidance for above, if a folder is moved (or name changed) is that change taken into account in the game and areas ... so reference is kept?


One edge of our world's area we would like to be the shoreline to the ocean - where the waterline appears to extend out to the horizon on the water.

Aside from using billboards is there an easier or more effective way?

Thanks for your help!!!

Greetings all,

Quick question.  I followed the wiki instructions and video for creating assets (trees) in SpeedTree, then compiling then adding to Repository Browser.

In the directions and video they stated you could simply copy (or drag) from folder on your PC to the appropriate folder in the Repository Browser.

It won't allow me to at all.  I think the Repository Browser (and add ins) installed properly.  I was able to create subdirectories, and copy files out.

The work around I found to get the asset into the Repository Browser was to use the Syncronize (Upload) function.

I guess that is fine - but drop and drag would be easier as more and more assets and supporting files are created and moved.

Did I do anything wrong?  Or is there a setting I missed on the browser?  Thanks for the help!!!

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