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1
Design & World Building / Re: Framerate drop!
« on: Aug 01, 18, 06:49:52 PM »
Are you only getting the framerate drop when you cross the line between the areas?
We are getting it there too - but only for a second.

We are using the following configuration(A,B,C,D being grids):



The drop seems to happen when standing in A looking down toward the intersection B,D and C. I am guessing it would happen standing in any other area looking back at the intersection of the remaining areas.

I am mainly curious as to whether this is normal behaviour - that way I can plan around it somewhat.

2
Design & World Building / Framerate drop!
« on: Jul 30, 18, 09:22:34 PM »
I have 4 areas joined together with seamless 2.0

- each area is a grid of heightmaps

Here are the settings for each grid:



Is it normal to get a framerate drop? I have not even started to edit the terrain yet.

3
I found some info in the following post which seems to back up what we already suspected:

https://community.heroengine.com/forums/index.php/topic,5015.msg28244.html#msg28244

There were a couple of good tips in that post too  :)

Z-fighting certainly must be the issue here - so I am guessing the best thing in this situation is to work my way around it with a few cheap hacks such as deepening where the edges of the water and terrain meet to name one.

4
My apologies for the late reply - I have been busy with other things in the game world like setting up a larger terrain.

If you have to remove the physics and set it to use the collision capsules instead. If you are using meshes you brought in from ForesterPro, I am not sure what or how that would work with SpeedTree or any issues it might pose.
For some reason even when I remove the capsules I still get collision - it is like HeroEngine is over-riding SpeedTree's collision settings and applying its own collisions to the SpeedTree object. I have done a little further research on it so I have not deserted trying to rectify the issue yet - doubtful I will. Regarding the trees that were brought in from ForesterPro: I am certain that HeroEngine applied the same collision to them as it is applying to the SpeedTrees but I could be wrong.

You are more than welcome to post up some screeshots of the tree and the different settings and meshes being used. Then we can see what we can do to help. Also, remember to check out the documentation that is included in SpeedTree itself.

:)
As soon as I get some time I will post up some screenies provided I do not solve the problem before then - I plan on studying the SpeedTree documentation in depth so I agree with you that I should check out the documentation - I think perhaps having studied the documentation more thoroughly will also teach me a few other tricks too.

There are perhaps a couple of different ways to achieve zero leaf collision in game leaving only the trunk and branch collision that I desire - hopefully I achieve this in SpeedTree though << this would be preferable.

 :)

5
General Discussion / Re: Hero Engine Developer Skype Group Chat
« on: Jul 26, 18, 09:23:36 PM »
If this group is still active I would love an invite - thanks.

My Skype name is: eng_harvey

:)

6
General Discussion / Re: Hello everyone!
« on: Jul 26, 18, 09:20:20 PM »
I'd also suggest joining the official HE Skype chat channel - https://community.heroengine.com/forums/index.php/topic,5060.msg34021.html#msg34021
I will check it out - thanks :)

7
General Discussion / Re: Hello everyone!
« on: Jul 26, 18, 09:19:46 PM »
Hello! And welcome!
Thank you Amarak :)

8
This issue is a little more difficult for me to explain.

So we have made a terrain - it is nine heightmaps: each heightmap is 256 x 256 in size. The heightmaps are arranged 3 x 3 so we are talking a large square.

We have edited the entire map(ie heightmaps) with the terrain editor(rather crudely for now). It resembles a large island with white sandy beaches. We also have a water plane(ie mirror) that is larger than the entire terrain to serve as the beaches surrounding the island.

The problem is when you are walking the character along the waters edge, the edge of the water flickers against the terrain. We have experimented with many different settings and angles of shoreline but to no avail.

I will further explain this if necessary.

Any help to solve this flickering issue would be greatly appreciated.

:)

9
Design & World Building / SpeedTree - collision issue in game
« on: Jul 26, 18, 08:57:22 PM »
I would like to be able to collide with the trunk of the tree but not the leaves.

In short: As a last resort just for testing purposes, I removed the collision primitives in SpeedTree from my tree model but it seems like heroengine adds its own collision to the whole tree including the leaves.

A little more in detail: I removed the capsule and sphere collision primitives in SpeedTree and then I saved the file - next I imported the tree into the SpeedTree compiler and compiled - I then uploaded the model to the repository and then added it to the word in HeroBlade but I am still getting a collision from the whole tree even though I removed the collision primitives.

I am only new to SpeedTree so it is possible that I am missing something and I am also only new to HeroEngine so again it is possible that I am missing something here.

Any help would be immensely appreciated.

:)

10
General Discussion / Hello everyone!
« on: Jul 22, 18, 08:19:31 PM »
First I would like to thank the admin.

Next I thought I had better say hello to everyone.

 :)

I am a new HeroEngine developer - I have just started diving into HSL for the first time. I have spent the last week playing around creating terrains and painting the created terrains.

It took me a little while to work out how to work with 3D assets in 3DS Max but I now have a fundamental grasp of it.

Still a long way to go but I am really enjoying the experience so far.

I am working with Thundros and he is also a member of the forum.

Hello everyone!

 :)

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