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Messages - DWS_Josh

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Developer Job Board / Re: Dark Wing Studios Searching for Talent
« on: Jul 13, 13, 10:18:32 PM »
Still looking for some HSL scripters! Also if there are any good 3D Character Modelers out there we could use as well!  :)

Art & Art Pipeline / Re: SpeedTree Question
« on: Jun 24, 13, 12:30:20 PM »
Great thanks, I will look into that.

Art & Art Pipeline / Re: SpeedTree Question
« on: Jun 23, 13, 11:19:52 PM »
I have attached a visual representation of the problem I am having. See how much larger the leaves are just even a short distance away?

Art & Art Pipeline / [Resolved] SpeedTree Question
« on: Jun 22, 13, 01:07:03 AM »
So I have created a few trees within SpeedTree, compiled them and got them into the engine, simple enough. I place them within the world, again simple enough. I have noticed though that as I move away from them, the Leaf billboards grow and you get closer they shrink down to normal size. Any way to stop this from happening? Is it an LOD setting within the Speedtree modeler? Or did I compile it with a wrong setting?

Developer Job Board / Re: Dark Wing Studios Searching for Talent
« on: Jun 02, 13, 10:11:25 PM »

Animation / Re: Trying to Learn Animation Export/Import
« on: May 15, 13, 09:41:41 PM »
Thank you for all your help.

Animation / Re: Trying to Learn Animation Export/Import
« on: May 14, 13, 04:32:43 PM »
Thanks, you mentioned what I was trying to figure out in the second to last paragraph there. I understand the hierarchy between the root folder on my comp and the repo. What was continuously missing from the explanations people kept giving was where exactly the asq and dat file was suppose to be. But now I know it goes into the animation folder with everything else. Maybe I skipped over it in your other posts but I don't remember you mentioning that the asq and dat files go into the animations folder with the animations themselves.

Animation / Re: Trying to Learn Animation Export/Import
« on: May 11, 13, 12:26:28 PM »
Yeah i read all of that in the wiki, still doesn't answer my question though. I know where to put the hgm files, I get the hierarchy for that.

What I am trying to figure out is where in the repository do I put the asq and the dat files if I were to create them in wordpad? Or where within HeroEngine would I create these if I chose not to use wordpad. If I use wordpad do I simply put them in the same folder in the Repository that I put the model in? or is there a specific folder they go in?

Art & Art Pipeline / Max/Maya 2014 Pipeline in the works?
« on: May 11, 13, 02:27:11 AM »
So I know that the 2014 versions of Max and Maya are very new, and I know you guys will be releasing the pipelines for them at some point, just curious if there is a planned release date for it? I know in the software business you plan to have something released, but issues/glitches/errors arise that make you have to postpone so I'm not expecting a 100% yes it will be released on this specific date. Just wondering if I upgrade my teams software will they be without the needed art pipeline for very long.

Thanks in advanced.

Animation / Re: Trying to Learn Animation Export/Import
« on: May 11, 13, 12:50:07 AM »
I see, that makes a bit more sense now. The only other question I really have left is about where to put it in the Repository. Would it go in the models sub folder, or is there a specific folder that it needs to be in that already exists?

Developer Job Board / Re: Dark Wing Studios Searching for Talent
« on: May 10, 13, 04:11:32 PM »

Animation / Re: Trying to Learn Animation Export/Import
« on: May 10, 13, 04:03:00 PM »
This does sort of answer the question for me. So when I am in 3DS Max in the Character Tools script, I set the Character path and that is suppose to set up the path that the engine will use to look for the animations? And what exactly do you mean by create the asq in wordpad/editor? If I did it in wordpad would I just save it as a .txt and then upload it to the repository some where? Or which editor in the engine would I use? Those wiki's you linked are great for explaining what those things are, but it doesn't tell how or where to create them. I get that an asq is what defines the animation itself, but where would I go (step 1) in order to create one. (same with the animationset.dat file)

I really appreciate all the help you guys are giving me, and hopefully I can get this figured out soon. Maybe it's because I am not a programmer or something but there just seems to be info missing/gaps in explanations on certain parts of the process.

Animation / Re: Trying to Learn Animation Export/Import
« on: May 09, 13, 11:32:20 PM »
Okay, so been trying this again. How would I create an asq and a dat file? The tutorial doesn't really explain it, it simply says to create one. I am assuming this is somewhere within HE?

And then the final question. When the files are exported from 3DS Max/Maya, where in the Repository should they go? Is there a specific folder or do I create my own and just make sure the asq/dat file is pointed to the  right folder?

Those tutorials are great, but it does leave a lot of gaps for those of us that aren't really experienced.

Developer Job Board / Re: Dark Wing Studios Searching for Talent
« on: May 01, 13, 02:52:06 PM »

Design & World Building / How do I create custom Dynamic Details
« on: Apr 12, 13, 02:50:16 AM »
Hey everyone, just a quick question. I know how to use the dynamic detail feature within HE but I am trying to create my own grass within Photoshop and then add it into HE for me to use. The issue I am having is having them show up properly in HE.

I create the image, I save it as a DDS and then upload it. When I try and use it all of a sudden something goes wrong with the DDS file and even though the original file was saved with a white background/no background it freaks out and adds random colors to it.

My question is this: How do I create a texture to use as a dynamic detail (grass) so that the background becomes transparent. What settings would I use when I save it as a DDS file.

Thanks for your help guys.

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