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Messages - speedtek_99

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Scripting & Programming / Re: Mouse Click Question
« on: Mar 19, 14, 11:30:23 PM »

Yep, too long coding today, I had the background panel alpha set to transparent, and that my friends prevents you from making clicky-buttons!

Scripting & Programming / Re: Mouse Click Question
« on: Mar 19, 14, 10:56:04 PM »
Right, thanks for the input, I've created GUI's with mouse listeners probably a hundred times before, but this one has me befuddled.

When I try cntrl+shift+t to analyze it, i get this:

Unable to detect a GUIControl under the mouse, this may be because it is alphaed out or hidden. 

I'm sure its just something basic that I'm missing (and perhaps I've been coding too long today).

Scripting & Programming / Mouse Click Question
« on: Mar 19, 14, 09:12:16 PM »
How do I set up a mouse click to capture a button press that's buried three layers deep in a GUI?

For example, I have created a panel that spans the window, under that is another panel called overlay, and within the overlay I have a series of buttons.

I have no problem setting up onMouseClick when there's only two layers (window->button), but I cannot seem to capture the click when there's three or more (panel->panel->button) and I'm wracking my brain on it.  Its probably just too late and not enough coffee!


Animation / Re: Issue with Character Animating in Maya
« on: Feb 26, 14, 02:07:00 PM »
Makes sense now, we were just chasing our tails attempting to use maya animations on rigs exported through max.


Animation / Re: Issue with Character Animating in Maya
« on: Feb 26, 14, 11:36:56 AM »
So to just clear this up.

To apply an animation created in Maya, the original hgm skeleton must also have been exported from Maya?

Animation / Re: Issue with Character Animating in Maya
« on: Feb 23, 14, 10:11:32 PM »
Well, the above solution did not seem to work as well as we hoped.  Here's the breakdown.

We have a working biped rig that exports animations perfectly from Max.  The animations work as they should when we load a model and the animation in the hero engine viewer.

Our animator works best with Maya though, so I took the biped, sent it to Maya.  When the animation was then exported from Maya and loaded into the viewer, the model immediately rotated 90 degrees and would not move.

Now, our skinned rigs were originally created and exported from Max.  Would applying animations generated in Maya cause this? It would be a bit of a nightmare to have to reskin all of our models in maya in order to add new animations.  I realize that max is z-up and maya is y-up, but I would assume that the exporter takes this into account?

Any help would be greatly appreciated!  Thanks!!

Art & Art Pipeline / Re: Texture Painting Edges
« on: Feb 05, 14, 07:13:39 PM »
A road is exactly what the question was about from one of my world-builders.  We actually came up with the same conclusion and created road segments that we can just drop in place.


Art & Art Pipeline / Texture Painting Edges
« on: Feb 04, 14, 01:45:36 PM »
Is there a way to get a sharp edge on texture painting for terrain?  I've tried everything I could think of but the edges of the texture have a pretty wide blend to others.


General Discussion / Re: Scaleform?
« on: May 13, 13, 11:36:08 AM »
In researching Awesonium, I have not seen many good examples of extremely high quality UI's being created with it.  I'd like to get a head-start and be prepared to implement it when ready.   Has anyone seen examples that can compare to the Scaleform MMO kit?

General Discussion / Re: Scaleform?
« on: May 12, 13, 04:00:45 PM »
Hrm ok, guess we'll just have to wait!

General Discussion / Scaleform?
« on: May 12, 13, 02:30:09 PM »
In looking at the wiki documentation, I noticed that there's an interface to Scaleform provided by HE.  Since there are already external functions to Scaleform in the code, I was wondering what it would take to implement the system?

Would Scaleform be provided through HE, or would a separate licensing agreement need to be worked out with Scaleform?

We are currently at a point in development where we need to streamline the GUI process and it seems like the optimal solution. 

Any input would be fantastic, thanks!

General Discussion / Re: Generic Client - Reference Servers
« on: May 03, 13, 12:33:37 AM »

Art & Art Pipeline / Re: Max Character Export
« on: May 01, 13, 09:33:13 AM »
It was indeed the permissions on the templates in the art pipeline folder, by unchecking read-only it cleared up the copy/permissions problems on the data files and the maps folders.

Adding an animation to the timeline works as well, thanks for clarifying that!

Art & Art Pipeline / [Resolved] Max Character Export
« on: Apr 27, 13, 01:39:53 AM »
I'm having a few issues exporting characters from max.  I've followed the tutorial "http://wiki.heroengine.com/wiki/Hero_Character_Tools", and the results are quite odd.

The character export creates the proper folders, but does not populate the maps folder - so the Goldman model on load is a nice shiny and flashing checkerboard.  Also, the tutorials state that the model will be set up with a default idle animation - but every time I export a character it is in t-pose and basically slides around as if it should be walking around.

My main questions are:
1) How do I get the character exporter to populate the maps folder.
2) Is the default animation (sliding around t-pose) correct?

Scripting & Programming / Re: Triggering Object State Changes
« on: Apr 15, 13, 05:48:53 PM »
Perfect, exactly what I'm looking for.

** Quest Complete **

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