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Messages - NestEggs

Pages: [1] 2
1
Design & World Building / Re: Quartz: Speedtree rendering issue
« on: Apr 06, 14, 05:19:04 PM »
Good questions. I don't know, the grass/flowers. I assumed this was speedtree. If you have a look at the pics it's clear.  :)

2
Design & World Building / Quartz: Speedtree rendering issue
« on: Apr 06, 14, 05:06:22 PM »
Hi Heros,

With the recent update to Hero I've noticed a rendering glitch with speedtree. See the following 4 screenshots. I'm panning from right to left.

http://imgur.com/a/ifZKR

Anyone else having this issue?

Nvidia: GTX 770M
Driver: 335.23

Thanks,
Chris

3
Thanks Cooper,

That's exactly what's going on. Props are being added to "*everywhere*" instead of the currently selected room. Is this by design?

Thanks,
Chris

4
Hi folks,

I find that I have to minimize blade a lot or my browser (Firefox) becomes unusable. Recently I noticed that when the blade is minimized I am unable to open files that I haven't opened in a while. I tried opening a script and it just looks like it's empty. If I restore blade the code pops up in the editor. The same is true of commits. If blade is minimized I can't commit. I thought I was able to do this before the recent update.

It's a minor annoyance but thought I would ask regardless.

Thanks,
Chris

5
Hi folks,

I'm back looking at the rendering side of the prop system. If you look at the image here: the model on the left was added by Create->Library->CleanEngine->IceBlock1.hgm. The model on the right is added through the props system with the command:

Code: [Select]
/heprops library #spec='6'  #fqn='\world\livecontent\Resources\TestModels\IceBlock1.hgm' #position='$POSITION' #lod='10'
The prop spec uses the _PropVisualizationDecorator and I don't see any lighting overrides in there. Is this a bug or am I missing something?

Thanks,
Chris

6
General Discussion / Re: Automated testing, anyone?
« on: Apr 05, 14, 09:57:20 AM »
I haven't tried it out myself but, Hero already has an automated testing system. See this link: http://hewiki.heroengine.com/wiki/Automated_Test_Client
HTH,
Chris

7
It turns out that I added the prop command as explained here http://hewiki.heroengine.com/wiki/Prop_System to an EXISTING asset. This caused two asses to be loaded. First the asset described in the command and a second instance directly over top which didn't have any classes glommed that could do input. It took me a long long time to sort this out. The correct way to do this is to add a new command to the asset library. Right click in the whitespace area -> Add Command then paste the heprops command:

Code: [Select]
[code]/heprops library #spec='5'  #fqn='\world\livecontent\Resources\TestModels\IceBlock1.hgm' #position='$POSITION' #lod='10'[/code]

I would be happy to add this to the wiki if someone wanted to give me edit perms ;)

-C

8
My world didn't have a _PROPS node so I had to do the following:

Create a system node class: NE_SystemNodes with following

Code: [Select]
method HE_GetRegisteredServerSystemNodeNames( systemNodeNames references List of String ) as Boolean
  add back "_PROPS" to systemNodeNames
 
  // Return true if you do not want the default system node names added to the list
  return false
.

 and then Glom it to the Servers SYSTEMNODES in the Utilities GUI by:
  • F5
  • Tools
  • System Nodes Configuration GUI
  • Select Server
  • Under System select SYSTEMNODES
  • Enter class name: NE_SystemNodes
  • Click Add

Repeate the same process for the _PROPS System node.

NE_Props class looks like:

Code: [Select]
method HE_PropsSpecOracleGetSpecDecoratorClasses(valid references List of String) as Boolean

  add back "<Your new prop decorator>" to valid
   
  return false
.



9
General Discussion / Re: Hero Engine Developer Skype Group Chat
« on: Mar 27, 14, 10:36:24 PM »
I'm also camped out in IRC (I prefer it) most days.

10
Hi folks,

More props system confusion. I have added a new prop spec (#2) and set the decorators to _PropSpec, _PropVisualizationDecorator, _PropMouseTargetableDecorator. How do I get access to the mouse events on the prop?

Thanks,
Chris

11
Hi folks,

Trying to understand the prop system tonight and am having some issues. How do you add a new prop decorator? I found that in _PropClassMethods it looks like where the different classes are being added so they get picked up by the GUI (F5) but I get an error when I edit this file:

Code: [Select]
This script is part of HeroEngine and should not be modified for game specific purposes.
It looks like I need to make a game specific class to override but I'm not sure how to do that for this class. I would have thought I could do this in the System Node Configuration GUI but I don't see any props listed in there.

Thanks,
Chris

12
Scripting & Programming / Re: Programmatically loading assets
« on: Mar 23, 14, 08:10:47 PM »
It looks like the prop system is what I'm looking for thank you!

13
Scripting & Programming / Re: Programmatically loading assets
« on: Mar 23, 14, 02:42:40 PM »
It looks maybe I need to load the *_exact_mesh.nxl and *.physx files along with it?

14
Scripting & Programming / Re: Programmatically loading assets
« on: Mar 23, 14, 02:35:11 PM »
In the tutorial (http://hewiki.heroengine.com/wiki/Your_First_HSL_Script) you first add the asset via the Library and then attach your class to it with /mnac. I want to add the asset programmatically including any mesh/properties information that goes along with the model. I have found some pages about material properties but I am hoping there is an abstraction for loading this stuff.

15
Scripting & Programming / Programmatically loading assets
« on: Mar 23, 14, 02:09:15 PM »
Hi folks,

How do you load assets from the library programmatically? I'm able to load models but they are missing textures and I am unable to hit test them.

Thanks,
Chris

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