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Messages - PN-Dwight

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1
Developer Hero Projects / Re: Project: Pirates' Nest
« on: Jan 23, 19, 09:58:21 AM »
First mockup of the GUI
(Note: Yes, the character bar will be redone :) )

2
GUI Creation / GUI Tips and Tricks
« on: Jan 23, 19, 03:21:06 AM »
My Tips and Tricks with GUI:

When first having a look at the GUI elements, I decided to go with Thazager's tutorial on how to create a basic button and how to create a basic window.
This was a great start to have a bit of practise how the editor works (it's really just drag and drop, and changing a few parameters mostly). From here onwards, I went solo (on purpose) and made sure to run into as many problems as I possibly could.

Here's my Tips and Tricks with GUI:
Tip #1:
Spend an incredible amount of time on PLANNING AHEAD and don't start rushing in without having an entire Photoshop file with all the elements. Inspect the .dds files that come with the clean engine and work from there. Make a list of all the possible elements that you need and continue from there.
Tip #2:
In Photoshop, there's a handy tool that shows the exact pixels when an element begins and ends, which makes it easier in the GUI Editor (so no dragging squares around elements, but carefully choosing which pixel).
Tip #3:
When exporting, please do not do so in DDS Format. Use PNG's (PNG24). Even better: your entire user interface can be put into a single 1024x1024 PNG file if you planned ahead well enough (excluding icons).
Every single element counts as a drawcall, and when the texture is already loaded into memory, you're going to have a better time.
Tip #4:
Start by following Thazager's GUI tutorials to get the hang of including new GUI elements on the screen and be CONSISTENT throughout how you add them. A 10 minute video should take about 40 minutes if done correctly.
Tip #5:
Don't freak out if your HeroBlade crashes. It happened to me, and I sat in a corner for about 7 hours figuring out why my GUI Editor was crashing and deffinitely not talking to a rubber duck explaining my way with the Editor. Henceforth, my tricks:

Trick #1:
When a Node (CreateNodeFromPrototype) is not found, check the following (example: win as NodeRef from Class My_Window = CreateNodeFromPrototype("PN_Window"):
- Does it appear in my GUI Editor?
- Open the GUI XML through the HeroScript Editor (CTRL + H), and check that the GUI has class='My_Window' added to it

Trick #2:
Always back up your GUI and GUIXML folders
- This has literally saved my life on 2 occasions. After a version mismatch, which caused the GUI Editor to crash HeroBlade, I simply reverted back to an original file.

Trick #3:
Please download P4Merge and install it. Find a quick tutorial on how to use it.

Trick #4:
Even if you didn't include a parent class, you can always add them later. Start reading about the Command Line Interface (CLI) and its commands.

Trick #5:
Always check the XML files. Always! If your GUI Editor crashes, revert as much as you can, start over, and keep checking for crashes and errors.

More tips and tricks will follow as soon as my rubber duck should come to the rescue again.

3
Art & Art Pipeline / Re: 3D Studio Max Toolset
« on: Jan 19, 19, 07:05:09 AM »
Hello developers,

So I updated the toolset to the newest version which comes with the following updates:

  • WhiteBox importer tool added (Collaboration with the Pirates’ Nest developers and Jrom90 from the HE forums)
  • Created a tabbed view of the tools
  • Fixed some nasty bugs
  • Included an improved Scene Analyzer
  • Improved HeroEngine Tools
  • Included handy links directly to the HE Community, Wiki and Website
  • Added an Esenthel Bone-Renamer tool from the standard bone-names to an EE format.
  • Of course, all open-source!

4
Developer Hero Projects / Re: Project: Pirates' Nest
« on: Jan 16, 19, 03:03:11 PM »
January, 2019:
- First in-engine screenshots available of HarbTown : http://pirates-nest.com/gallery-harbtown/
- All SpeedTrees modelled and imported (80+)
- Adapted CleanEngine (http://hewiki.heroengine.com/wiki/Adapting_Clean_Engine)
- Basic GUI Elements created (Windows, CCS, ESC-Window, Buttons, Form Elements)
- Added Options Window

5
Developer Hero Projects / Project: Pirates' Nest
« on: Jan 16, 19, 03:03:00 PM »
"Pirates' Nest"

About Pirates' Nest
Pirates' Nest (PN) is an online multiplayer game where Pirates and Marine face eachother in the eternal battle between Good and Evil.

The game builds around Good and Evil: Marines versus Pirates. The words good and evil are relative: The Government is seen as good, whereas the Pirates see them as evil, simply because the Government limits the freedom of the normal citizens too much so say the Pirates. The game revolves around you, the player, who is born in this world as a Pirate or a Marine. Your goal is to fight for freedom how you see fit. In order to achieve this freedom, one can/must continue through the storyline of the pirate / marine who obtained the first Gift. In this story, you will travel around the world and see things that are not known to men as of yet and is for you to discover: underwater tribes, secret passageways, underground mazes and many other dark secrets this world carries, as well as mythological beings.

The game is very community driven. This community’s building blocks are in fact “Pirate Crews” or “Marine Crews”. On top of a Pirate Crew or Marine Crew is a Captain, who can appoint Commanders to lead other ships in the Captain’s fleet.

Game Mechanics:
  • Realistic Weather-conditions based on the real life northern hemisphere of this earth
  • Weather influences over abilities
  • No name-tags above the player
  • Player Achievements and Bonusses
  • Infinite Gameplay possibility
  • Honour Points
  • Quests
  • Duels and Tournaments
  • Illnesses
  • Classless system

Social Media
Website: http://www.pirates-nest.com
Facebook: /
Twitter: /

6
General Discussion / Re: Where is the Backend?
« on: Jan 16, 19, 11:45:55 AM »
To summarize this Topic:
- First create the game in HeroEngine
- After a proof of concept and an Alfa-slice, you get the necessary tools and API's do have users register on your webpage, and have the same username and password for the game.

But only until you have reached the stage where your game can be put online, you will get these tools.

For now, access to those API's are not granted, until you create a playable game in HeroEngine.

who decides if a game is ready to go to alpha?  ???

Well, I guess the people of Idea Fabrik, as they are paying the server costs.

7
Art & Art Pipeline / Re: 3D Studio Max Toolset
« on: Jan 16, 19, 10:36:15 AM »
Toolset has been updated.

For the most up-to-date version of the toolset, please visit http://www.pirates-nest.com

More information: http://pirates-nest.com/2019/01/16/3d-studio-max-toolset-updated/

8
General Discussion / Re: Where is the Backend?
« on: Jan 16, 19, 08:02:53 AM »
To summarize this Topic:
- First create the game in HeroEngine
- After a proof of concept and an Alfa-slice, you get the necessary tools and API's do have users register on your webpage, and have the same username and password for the game.

But only until you have reached the stage where your game can be put online, you will get these tools.

For now, access to those API's are not granted, until you create a playable game in HeroEngine.

9
General Discussion / Re: I can save my project?
« on: Jan 14, 19, 07:08:03 AM »
There's a way for you to have some of the files locally stored:
- You should download and install the Repostitory Browser and save all files locally
- When editing a script, a local file gets saved (I believe somewhere in the AppData folder, if I am not mistaken) -> Information is somewhere on the forums here

The whole setup of a SaaS as HeroCloud is exactly not having the files locally but stored safely in a cloud, where backups are made.

10
General Discussion / Re: Where is the Backend?
« on: Jan 07, 19, 11:38:10 AM »
Without source-access, there's no back-end for you, except if you host it all yourself.

You might want to start here if you're looking for something close to it: http://hewiki.heroengine.com/wiki/Clean_Engine_Feature_Overview

11
General Discussion / Re: About Hero Engine
« on: Jan 06, 19, 03:12:30 PM »
Hi AkanStyle and welcome to the forums!

It is indeed possible to create a MMORPG without C++ in this engine! The scripting language you have to learn is HSL.

However, without coding experience, you're going to have a hard time as well. Follow the tutorials by Thazagar and see where it leads you!

12
Welcome to the community!

13
Art & Art Pipeline / Re: 3D Studio Max Toolset
« on: Jan 01, 19, 09:53:59 AM »
So, I did read the Discord channel, and it appears people did struggle a bit with the art-pipeline. I added a Scene Inspector (It's open Source, and by no means 100% perfect).

Here's a screenshot, and it includes:
- Object Name
- Object faces & Polygons (just came in handy really)
- HE Occluder (There's a cool button as well!)
- LastPose (If it has a Lastpose=undefined propbuffer)
- H-Material: Will check if it's an actual HE Material
- H-Material Spaces: Will check for spaces in your HE Materials
- HE-Directory : Checks if you imported the material from within the HE directory (so no more flashy textures!)
- HE-Directory Spaces: Will check for spaces in the entire HE directory. Spaces are a burden. Don't use spaces.

14
Art & Art Pipeline / Re: 3D Studio Max Toolset
« on: Dec 31, 18, 03:56:31 AM »
I used his old ones and they were really nice! Simple cli lines brought into a nice interface to add to the Ease of Life.

I will check this one out when I have a chance. Thanks! and great work!! :D

:)

I also take requests.

15
Art & Art Pipeline / 3D Studio Max Toolset
« on: Dec 30, 18, 01:31:53 PM »
Hi,

I have created something to help in 3D Studio Max when checking assets before importing them into the engine.

Happy developing!




Instructions:
1. Unrar
2. Drag 'n' Drop the .ms file into 3ds max
3. If you want to invetigate the code, feel free, I choose not to encrypt things this time.
4. There's a checkbox if you want to surpress the messageboxes I surely use a lot as confirmation.

Toolset can be found here: http://pirates-nest.com/developer-tools/

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