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Topics - ComatoseRoses

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Design & World Building / SpeedTree Large Plume Clipping.
« on: Jan 10, 14, 09:02:58 PM »
     Hello! I posted this question on the actual SpeedTree forum but have yet to get a response. Hopefully someone can help me out here.
     This is a simple tree model that allows sight of the issue we are trying to avoid; the plume clipping.



We are endeavoring to make the plume nodes clip together in the same way metaballs do in blender. It may be to complicated a request to have them react individually according to wind factors even to the point of fully separating and recombining as the wind changes. However, the primary need is to have them join upon contact in the modeler. We have tried a number of things but to no avail. The easiest thing I can imagine would be if you were able to export animated metaballs from blender and use them as leaf meshes but it seems that the mesh will always solidify upon export.

Thanks in advance. Let me know if I need to clarify anything.

2
Design & World Building / 3d mesh manipulation
« on: Aug 23, 13, 01:30:32 AM »
    Hello for the first time everyone. As our world is in the 2 day setup stage and haven't even been able to use it yet, this may be a bit early to ask this question however we are doing as much research as we can so we have the right direction. Please pardon any ignorance as this is for dev planning.


    The primary feature of our MMO is a robust crafting system that involves live 3d mesh manipulation for building everything, armor, weapons, houses, ext... We want the user to be able to pull up the crafting window associated with the skill/item being created and be able to physically grab different parts of the object and change the mesh. Easiest example would be a chest piece. A player with a smithing level of 10 or so would have access to a very basic prefab mesh looking much like a T-shirt.
    The piece of armor will have editable regions relative to the skill level. The player could grab these locations directly and pull the vertices and shape the piece of armor into a unique item shape. He could chose from maybe 3 low level materials obtained in the normal world and add the material to the object. The stat would then be updated to reflect the quality of the material used plus a couple of mods they could chose from.(Spikes, rivets, ext..) Once the player was satisfied with the piece, they could commit to it and the item would be forged granting experience relative to material rarity and possibly complexity. The player could also modify existing pieces of gear if level requirements were met.
    A player with say lvl 80 smithing would have access to a much larger array of materials obtained in the world. Every few levels would add more vertices that could be grabbed and modified, also more locations for adding modifications. We are almost after an in-game Blender of sorts with simple prefabs that can be turned into amazing, complex and totally unique objects.
    More prefabs(blue prints) could be obtained through auction houses or dungeon drops. Players could reverse engineer objects for their materials and blueprints.

    For the sake of simplicity, I'll keep the skill names generic. We want to use this same system for the following, just to name a few.

Blacksmithing
Tailoring
Leather Working
Home construction
Local Teriformation for home plots
Carpentry
Sculpting
Boyer
ShipCraft(Water)

Hopefully most of the code will be cut and paste with just a few modifications to each skill.

As I said, we haven't even opened the Game world yet but I need as much direction as we can get in order not to tackle a fundamental of our game from the wrong direction and wasting months of time. Any tips and suggestions would help us a great deal. Thank you!

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