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Topics - Mith-Garth

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General Discussion / Fmod and Audio
« on: Apr 01, 18, 02:33:01 AM »
I have been trying to get Audio into project off and on for a couple weeks with no luck. My first question
is which version works with Hero right now? I downloaded a older version of Fmod Studio that i found worked with hero from a three year old post.   However when i 'Build" I only get .bank files not the files shown in the wiki i have read. http://hewiki.heroengine.com/wiki/Audio_tools, I get no .Fev or .fsb files. It also just has a empty properties panel with no selections for the things that the Wiki's say it should have.

I would like to get sound started as i will be investing a lot into recording equipment and buying sounds and music later this year.I am looking at spending about 5k or so on Ambient music and sounds that i have found from various composers and sound effect makers. Also much more on our own set up to record plus paying some local music/composer artist to do some things for me.

It would also be great to add some Ambient sounds now wile building areas to save time later and to help with missing some of those key little ambient sounds that may get forgotten as i move into the next stages of building. Also it would help with making some videos later this year or next year.As i plan to have a very detailed website about the building of my projects which will also discuss and show Hero engine some.  I tried using a .wav direct and it work's when first loaded but won't work again. However i understand Fmod is the way for all the Audio. I just need any advice and pointers on which version to use and what we need to do for it to work with Hero. I need to get it all figured out so hopefully later when we have a massive sound library to set up i can train one of my Minions and let them deal with it. 

Was working on game and Hero blade crashed. When i came back a number of items had there texture changed.
I didn't think much of it and fixed them in the material over ride. 
I started to mess with Area effects,lighting etc and decided to make a sky box.

This is when i found out any new Mesh i add into my hero loads with the same texture that came up
after crash. This texture is not applied or open in anyway inside my modeling apps. It is also not in the same
folders as the new objects i am adding.  On static objects i can over ride and change it to the right texture.
However i can't do that with the skybox and my skybox looks like a mossy rock lol.

Anyone had this issue before? Anything i might be able to do to fix it?

"I rebooted all my programs and my pc and deleted the texture that everything is being pointed to.
Any new mesh added in still directs to this texture. Now with just flashing disco lights after removing the

"Also add that i was adding a new area and then it decided to use another texture at random. It changes
the textures on a few items and once again any new mesh added in auto loads to this texture.

I would guess it's a issue in the cloud?

Art & Art Pipeline / Substance painter
« on: Apr 28, 16, 10:29:26 PM »
Does anyone know if the program Substance painter is any good for low poly MMO Models.


I would love a clean streamline way to get my UV files done i currently
just use Photoshop and do all my painting on the flat Uv files.

Right now i am in the process of learning 3dmax, After many years
of low polygon work with blender i am moving along pretty fast.

I haven't got to unwrapping any UV's yet and learning that in max but will
start building hundreds of game assets before to long.

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