HeroEngine Forums
Welcome, Guest. Please login or Register for HeroCloud Account.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - ShaolinNinja

Pages: [1]
1
Animation / Swim Animation
« on: Jun 13, 13, 03:07:07 PM »
Has anyone noticed the swim animation has been very "jumpy"? Whenever I try and swim and touch the bottom it shoots my character back up (I am using the default character). This is very annoying for shallow water or sloped terrain in water. Am I missing something?

2
Scripting & Programming / Overhead Camera
« on: May 21, 13, 12:08:29 AM »
I apologize in advance, but I know next to nothing about scripting.

I am trying to make my own custom camera. It is an overhead top down style that uses the camera function lookatnext to target the current room. I can see 2 problems with my current script (though I am sure there more!)

LookAtNext needs to reference the current room. I don't know where to pull this value from or where to put it into my script (referenced below)

It seems like current room detection is based upon camera location, not character location. This would be a problem since the camera would lock onto the current room, but the room would never change when the character walks off the screen. What can I change so the active room is selected via character?

Code: [Select]
function PushAndActivateOH_CameraLayer()
  PushCmdLayer("OH_Camera")
  ActivateCmdLayer( "OH_Camera", true )
.
 
function DeactivateOH_CameraLayer()
  ActivateCmdLayer( "OH_Camera", false )
  ActivateCamera( "GAME" )
.
function SetupOH_Camera()
  camera as NodeRef = AddCamera("OH_Camera")
 
  LookAtNext("NAME", target, offset, 10.0, "SMOOTH")
  FreeLook( "OH_Camera", false )
  ActivateCamera( "OH_Camera")
.
function StartOH_Camera()
  PushAndActivateOH_CameraLayer()
  SetupOH_Camera()
.

The idea is that I want the camera to look at the current room and smoothly pan over to the next room as the active room changes. It should also pan back if the camera is in transition and the player goes back a room. Any help is appreciated.

3
Scripting & Programming / Camera tutorial
« on: May 20, 13, 10:49:29 PM »
I feel dumb for asking this, but I can not figure out how to deactivate the FPS camera from the FPS tutorial. I activated it just fine, but I want Game camera back... Tried deactivatefps_camera in the console many different ways, many different times.

4
Design & World Building / [Resolved] Path follower with child
« on: May 14, 13, 11:40:31 AM »
I recently made a path that wrapped around an object. I then created a follower and then made the follower a parent and gave it a child (a cylinder white box from the white box menu). The cylinder moved as I wanted with the follower, but when I gave the follower 2 more children of the same type the frame rate dropped drastically (8 to 20 FPS). Having more than 1 child moving on the screen seems too extensive for the system to handle. Is this not what the pathing system was meant to do, or am I missing something?

5
Design & World Building / Whitebox move displacement
« on: May 08, 13, 04:36:13 PM »
So I was playing around with the material override system and I imported a whitebox, but the move arrows are displaced from the center of the object. It makes it difficult to move because the arrows are shown at the center of the object, but to select them you must hover your cursor to the right of the object and wait for the move arrows to be highlighted. Anyone else have this problem?

6
Design & World Building / Billboards
« on: May 07, 13, 04:38:27 PM »
Can billboards have collision?

There is an option in the properties, but I always can walk through them. Hope I didn't overlook something. I looked in the wiki and on the forum.

7
Animation / Animated asset
« on: Mar 15, 13, 09:13:26 AM »
I have now successfully imported a static asset and a static character into hero engine and am now trying to import an animated asset. I made a torch with a particle effect for fire and imported it. The torch showed up but the flames did not. I went back and added key frames hoping this would help, but it didn't. Does hero engine not recognize particle effects (I am using Maya 2013) from other programs, or am I missing something?

8
Art & Art Pipeline / Static Import Model Distortion
« on: Mar 10, 13, 03:43:05 AM »
I have created a model form scratch myself. I used the hero exporter from maya to get it as a static object. It looks great in the hero viewer. I import it into the game and its all distorted. No errors in the console that I can see. I have repeated the process several times and now am at a loss.

Pages: [1]