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Topics - PumpkinOnline

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Art & Art Pipeline / Facegen Assistance. Still Need Help :( !!!
« on: Jul 23, 15, 09:59:15 PM »
We still need help None of the suggestions have worked. Keep in mind every other part of the body morphs exactly as we want it to and we checked over the hands and fingers and we don't think we did anything different as oppose to all the other parts. Thanks


Sorry we're back again. :3 So this time, we've got most of it working pretty decently except we're baffled as to why the thumb on the hand deforms when we scale up the body the way it does and we would like some hints as to what we can do to the

Please watch the video of our issue (1:22 shows it the clearest)
See video here ---> https://vimeo.com/134371695

So essentially the fingers are fine when the character is average size to skinny. However when using the skeletal morph and adding some size to the character the thumb morphs in a weird way. When the character is idling it's not that noticeable, however, when our character runs and clenches their hands the hands looks really bizarre. 
If you have any suggestions let us know thanks again in advance for the assistance.

So I started putting together my world. The seamless links all seem to work fine prior to carving out the land however a few issues in the video

VIDEO ---> https://vimeo.com/133348087


 I am trying to remove the speed trees I had placed earlier. (I was able to remove them before) However now if I tap the delete key when highlighted nothing happens, when I try to delete via the asset editor, nothing happens.


 I move the speedtrees onto the heightmap and log out)


 I log off and log back in only to get stuck under the world. So I have to fly above the landmass.

(2:20) I run back over to where the trees are and they are stuck in the previous place they were before when I move them. When I log off and log back this happens every time. Same thing with my bench which is my own asset. It won't delete and if I move it and log off it returns to the original state.

(2:41) Ignore that I fixed it. Just needed to link up the areas as the error said :3

So yeahhh.... where do we even start.
Also I thought well maybe I screwed up the whole area might as well delete it and start over... it won't let me delete it either.

Art & Art Pipeline / Facegen help with the model thanks![Solved]
« on: Jun 14, 15, 08:01:19 AM »
Hi guys I need some facegen help. So we got our sliders and everything else appears to work ok except when we increase the body mass of the characters, the arms get squished and they become skinny and flat. Any suggestions for what to do with the model to prevent this from happening. We are using skeleton morphing by the way.

Rookie mistake on our end we thought we could model with the arms down but of course that messed with the skeletal morphing. Putting everything in a T-pose solved this thank you.

General Discussion / Texture painting not working [resolved]
« on: Apr 22, 15, 08:32:38 PM »

So the texture painting doesn't seem to do anything anymore. A few others had similar issues with their version. When I try to paint nothing happens, help? Thanks.

Was trying to paint with the tricolor then clicking on the texture painting tab. I knew it was something dumb, the proper way to apply. Thank you Keeper!

Art & Art Pipeline / [HELP] Need help with dynamic parts
« on: Mar 01, 15, 08:46:47 PM »
Hi, so we've been trying to debug this strange occurrence with a few of our dynamic parts.
We're using Autodesk Maya btw

1. We have been able to successfully import a nude character model which animations and the parts have been broken up and animate without a problem. We also imported the hair mesh in and it appears to work and sit on the character just fine.. so we thought everything else should be fine.

2. However when we skin the clothes to the bones they animate and work fine in Maya. However when we import them in the engine they seem stuck in the pose that they have been imported from.

So we tested in a T-pose and this happens.

Ok.. sleeves are not suppose to do that. Also notice the socks

Then we tested on one of our running animations then this happens.

Again works fine in Maya so we figured the skinning is fine but then this happens

The shirt and pants appear to look fine however, they are only slightly off so when they animate they look like they are on the body properly but I don't think they are because the t-pose and the idle animation is similar in the mid-section area.

We've used the same process we used to import the character parts, which make up the nude character and it worked fine. And the only thing that seems to work is the hair. What are we missing? Help thanks

We checked the bone count
We deleted junk data in the files
We tested the animation in Maya works fine
We tried importing from another model pose and it still was weird
We made sure they are skinned to at least 2 bones
We made sure there is no extra data or things in the file when importing.
We tried deleting an reattaching the SRB node


Fixed... kind of but need an explaination or know if this is even a solution

Our idle animation is the default animation. So we re-exported the clothing from the idle animation pose instead of the T pose (or any of the other poses) and all the parts appear to work as intended and line up correctly. Even when overlapped like the jacket with a long sleeve shirt there is not clipping when the character animates and more. Nothing strange is occuring. So is this really a solution I would like to know what is going on before we export more things as such thanks.



Trying to open up the character manager.

So I followed the tutorial, as closely as possible and used the sunok files as a basis, however after going over everything a few times it seems like it should work but it does not recognize my npc instance as dynamic character. I was wondering how does HE know when a character is dynamic or not.

- I tried exporting the character a few times (of course as dynamic skeleton and dynamic body part for the body)
Character animates and works fine.

- Then took a look over the par and dyc and everything looked ok.

So what should I start checking for the issue so I can open up the manager and start testing out character parts?
Thanks :)

Animation / Mesh cannot be found error. Skeleton issue in Maya?
« on: May 08, 14, 08:34:08 PM »
So I've been trying to figure this out for awhile and our asset is coming up invisible and HeroEngine is printing the error " [my file path]/ meshes cannot be found

Keep in mind we've successfully imported animations before in the engine. It's just that we have a different guy setting up the rigs and animations. And something is going on with his animations versus our other guy whose animations work just fine.

What I have tested and realized was NOT the problem is:

1. I've double checked the file path, it works fine.
2. double checked the .dds texture works fine on other models
3. Checked the size, the size is fine.
4. The animations itself is not the problem I have tried exporting without any animation, even as a static mesh... still invisible and same error with only the polygons selected (export selected) same error
5. Yes we've also removed all the handlers etc. before we exported.
6. This is not a character we're trying to export. It's just a sheep with it's head bobbing up and down, it's not an npc. We just need to test out a moving animations.

What I've narrowed down what the issue is:

We're using Maya, I realized that the model only shows up if I delete the rigging on it entirely in the file.
Even if I try to export as a
- static mesh (visible)
- static mesh (selected)

with the skeleton off to the side or hidden. As long as the skeleton is in the file even if I don't select it to be exported. The meshes on the model cannot be found

it gives the same error, and imports invisible in the engine. I have had to completely delete the skeleton and only then did the model show up in the engine.

SOoo.... Is there something involved in the rigging process that we need to keep in mind for HeroEngine? Is something maybe locked? Is there an option turned on that is interfering with the process? If anyone can give us any kinds of leads on what's going on it will be appreciated.

Art & Art Pipeline / Toon shader? How?
« on: Mar 28, 14, 09:21:56 AM »
Ok I know this has been asked before and I've been pointed to the social sim reference before.
But that's not the type of toonshader I'm looking for.  I'm not looking for:

I want an actual toon shader, like this, something bright and vivid. And the shadows aren't a soft gradient they are solid.

I followed the instructions for adding a custom shading, and I made a .fx file and putting it into the custom shader, but I get back some errors. Anyone can help me?



Pumpkin Online is a farming/dating MMORPG inspired by Harvest Moon and Animal Crossing.  Our Core features are:

- Open character customization that allows for non-binary characters and being able to chose any feature you want without being hindered by gender.

- A variety of activities such as farming, fishing and mining to keep players busy.

- A privately instanced farm that can be customization both the interior and exterior.

- Building relationships with NPCs on a more complex level than the average mmorpg which can lead up to dating or marriage.

- A variety of quests.

How are we different from the average MMORPGs

- We're not combat based, we're inspired by games like Animal Crossing and Harvest Moon and want to create a game that is more laid back and chill as opposed to skill and level grinding.

- We're trying to add a more diversity by having a variety of NPCs from different races, sexual orientations and even 'disabled' characters.

-  Same-sex dating with players and NPCs are acknowledged by the game.

- We want to create  interesting and well developed NPCs you can build relationships with as opposed to them just being in town to simply sell you things and give you quests.

NEWS 10/3/2014

Sorry we don't update this thread a lot we've just been super busy and a bunch of this stuff was outdated. A couple of new things we're changing, first being giving the models a new look. We're currently in pre-production and then project should be in development full swing next year in January. We've been trimming down and tightening up our design doc so we have a tighter scope as well as crunching numbers for forumlas for the systems we plan to have.
Special thanks to: Avigraphics, KeeperMatt, and Jrome for getting us this far.


Click the links to view them in sketchfab. You can rotate them around and zoom in to get a closer look.

View These models in Sketchfab

View these models in Sketchfab






To check out our progress and more media and details check out these links :3

Pumpkin Online Website





Youtube Channel

Steam Concepts

Thanks for checking :)

I thought it wouldn't hurt to try, but I'm looking for a programmer to get some functions running for my game in the alpha state. It's a Harvest Moon inspired farming game. The essentials that I would like coded are:

1. Creating private instancing areas, and then public areas
2. Being able to water, plow and grow a thing.
3. Set up inventory, and GUI (not all the GUI will be functioning)

Keep in mind I'm not requesting to program in the entire game, just a game slice. It's paying work with no immediate deadlines if you are juggling other projects and work. And I have someone who will catch you up to speed with the best ways to implement those things if you need assistance. We have models, we have character animations all we need is functionality.  If you are interested and want more info shoot me an email at:

Here is the project website if you want to check it. Thanks a bunch  :-[

Developer Introductions / Any other girl devs out there?
« on: Jan 29, 14, 08:11:45 PM »
Hey guys I'm a newbie here. I studied game design at SCAD graduating two years ago and I'm trying to break into the game industry by working on my own personal projects. I do a little bit of some things, modelling, texturing, very very lite coding. I like getting my hands into a little of everything out of curiousity Hero Engine being my latest project. Anyways, anyone else on here who is a girl like me so I don't feel alone? Give me a holla B)
Thanks hope everyone is nice because I'll be posting tons of newbie questions.


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