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Messages - OmegaV

Pages: [1] 2
1
Design & World Building / Re: Water Water Water....
« on: Jun 22, 12, 08:43:02 AM »
Smiling big...

I appreciate this. I'll email you about the inquiry of pricing.

2
Design & World Building / Re: Water Water Water....
« on: Jun 22, 12, 07:11:40 AM »
1st . We will have underwater view. And aquatic lifeforms with AI for dolphins and flying fish, shraks etc.

2nd  Trying to create a fluid environment is turning out to be much more complicated on the HeroEngine than we anticipated, where CryEngine3 has already built in what we need.
 
I am not upset, just frustrated. Because We don't want to use the CryEngine3, because its a beast of a memory hog. And people need top of the line computers to run some of the games that use that engine.

We already have a partially built world on the CryEngine3, but we found HeroEngine might be more of what we are looking for, and we like the package deal for licensing and it's reasonable for the source code.

But right now, the more we try to work through our issues, the more intriguing CryEngine3 is becoming.

Collision, transparencies, few other things are just (drops off)
 


3
Design & World Building / Re: Water Issues: Transparency Issues.
« on: Jun 22, 12, 07:01:39 AM »
It's bonkers in deed. but since this will be a locked top-down camera setting.
I dont see why it wouldn't work.

Until the water is more like CryEngine style. It's the only work around I see to produce the game the way we need it to be.


We need the transparency.
We will be having aquatic life AI in the game to simulate realism. With out the transparency you cant see it.


We tried many different techniques. This one comes closes to what we need.

Unless there is yet a better way to do it. This is the way we will ahve to go for now.

4
Design & World Building / [Resolved] Water Water Water....
« on: Jun 22, 12, 03:24:45 AM »
Our group is finding this engine less appeasing to work with.
First there was the graphic issue with the water. After mucking around with that, we managed to get it to be a semi suitable state.
Now the physics of the water, is being highly uncooperative. Considering most of the our avatars are going to be floating in the water, not riding the top line.

When trying to set the physics for the ships. our ships end up being catapulted off the game board like a kick ball or something.

If you have any information how to set it so there is a wake depth for ships that would be great.

But this is a serious problem for us.

5
Design & World Building / Re: Water Issues: Transparency Issues.
« on: Jun 22, 12, 03:10:52 AM »
...

6
Design & World Building / Re: Water Issues: Transparency Issues.
« on: Jun 22, 12, 03:09:44 AM »
Now
Create another mirror
Set it to the following.



Now create a color pallete depending on the depth.
and paint the floor of the water.

7
Design & World Building / Re: Water Issues: Transparency Issues.
« on: Jun 22, 12, 03:07:15 AM »
Finally found out how to get the water to be SOMEWHAT near what we want.
Its a pain in the ass process.






First you will need to create to mirrors.
The first mirror you set it to the following.




Raise this above the default skybox.  So you cant see it when you make the clouds.
If it is flickering when you look up. RAISE IT MORE..

Continued on next post thread.


8
Design & World Building / Re: Water Issues: Transparency Issues.
« on: Jun 20, 12, 07:14:21 AM »
we even tried importing a custom maya ocean map, still does the same thing.. The transparency issue is becoming a big headache..




This is an example of the kind of transparency we want.

9
Design & World Building / Re: Water Issues: Transparency Issues.
« on: Jun 20, 12, 12:08:42 AM »





It looks great when you are down in fps mode but we are trying to go RTS top down. Hence previous is wonked.

10
Design & World Building / Re: Water Issues: Transparency Issues.
« on: Jun 20, 12, 12:04:57 AM »

11
Design & World Building / Re: Water Issues: Transparency Issues.
« on: Jun 19, 12, 05:28:40 AM »
We did everything, Still not doing what we want it to do.

12
We are building an ActionRTS Top-Down view game based on the Caribbean theme. However when we set the water transparency to .003 it does not look transparent.

It looks like the cheesy default. We have cube map in place, set appropriate.
 
Please help...

13
General Discussion / Re: Connection Issues.
« on: May 09, 12, 04:34:18 PM »
Ok what ever you guys did, It's fixed now.. I just now managed to log in. (pleh)


THANK YOU VERY MUCH FOR THE FAST REPLY ...

**not directed to you just a gripe in general**

There went 7 hours of WTH happened!

Oh well. Double time mode activated.

14
General Discussion / Re: Connection Issues.
« on: May 09, 12, 04:31:21 PM »
Well we have two reference worlds. I can only connect to one of them. Our world, and the second reference will not connect.

When you say it's our fault?
 
Explain some of the complications that cause such issues?
How can we fix it?
Is there a fix since we can't access it?

15
General Discussion / Re: Connection Issues.
« on: May 09, 12, 04:21:16 PM »
I assume it's probably a coding error on our side that bugged the comm?

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