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Messages - Stadi_Thompson

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Wow, naked and in high heels? Functional yet practical!

She'd have more protection against damage wearing a t-shirt and jeans. Her blacksmith needs to be fired, epic fail.

Design & World Building / Directional Shadows Indoor
« on: Jan 08, 15, 01:27:08 PM »
I noticed the option "Directional Shadows Indoors" is checked in the Render Panel:

I cannot get shadows to cast on objects indoor mainly because the building doesn't let in directional lighting, is there a way to enable this feature to work, was it a feature stripped out?

Art & Art Pipeline / Re: Darker Shadows, Shadow Shader help
« on: Nov 09, 14, 03:12:19 PM »
Ok sounds good, thanks Herb.

Art & Art Pipeline / Darker Shadows, Shadow Shader help
« on: Nov 08, 14, 01:06:25 PM »
Shadows are too light even when making the Ambient or Side Color 100% black in the lighting panel. Anyone attempt to make the shadows darker by adjusting the shadow shader? If so any help would be appreciated, thanks.

Shadows do not match the world lighting, thus shadows are always weak and faint, example, back/side or ambient lighting set to 100% black, shadows still look like this (shadows should be 100% black):

I purposely took the screenshot of the shadows casting on a lighter concrete texture so they are visible, but out in the wilderness of the game with darker textures/environment shadows are barely visible. I do not know how to script shaders so if anyone has done this or can help out with a tip of what value needs to be modified in the shader I would appreciate it.

General Discussion / Re: Complete noob here
« on: Oct 24, 14, 06:40:41 PM »
There is no game engine on this planet that will make an mmo for you with little to no experience in game development. But if you are willing to learn, consider your money well spent on HeroEngine. It's going to be 100x more difficult to make an mmo in any other game engine available on the market.

Cool, what did you achieve while working on the Repop?

He was on the team less than a month.

Art & Art Pipeline / Re: Blendshapes in the HeroEngine
« on: Oct 15, 14, 07:02:06 PM »
I doubt you will see any change in performance adding 12 more bones to your rig even if you had 50 characters on the screen.  A lot of the wiki info is referring to Hero's Journey which was based off 10 year old graphic card specs, the wiki says:

Unfortunately, for a video card to animate characters there is a strict limit on the number of bones that can be handled. For 2.0 shader video cards, HeroEngine can handle 75 bones. You might use different shaders than provided, however, so this number can change. If you exceed the number of bones, the animation of your character will occur on the CPU rather than the GPU and use dynamic vertex buffer updating (which is much, much slower). So keep your bones reasonable! (Note this situation is somewhat different for dynamic characters, see below)
Here is the ideal situation:
Have only one material (that is, one diffuse texture, bump, etc.) on the character.
Keep your polygon count reasonable (2000-3000 is an example we use in Hero's Journey, but if you want lots more characters on your screen you might consider less).
Keep your bone count under the magic limit (75 in the default case on most video cards; less is better)

Don't even think Shader 2.0 is supported anymore, but CPU and GPU are much more powerful from when that was written I am sure. Only way to know is to add 12 bones to you character and see if there is any difference basically.

Art & Art Pipeline / Re: Blendshapes in the HeroEngine
« on: Oct 15, 14, 11:33:47 AM »
It's much easier to do it with bones, we just setup a facial expression rig on our character. it was only 15 extra bones to get fine control. Here are some pics:

Design & World Building / Re: Grass Density Discussion
« on: Sep 22, 14, 01:12:12 PM »
We keep the brush opacity at 50% or below, and the Density, fairly low when painting dynamic. The reason being is in the player client options panel you can turn up the grass density, so no need paint it dense in the blade. Also Dynamic detail is distance based so never really has much of a hit if you lay it down conservatively.

For me this happens when there are too many polys, try splitting the scene up into several models. Should work then.

Design & World Building / Re: Backface culling
« on: Sep 09, 14, 11:17:22 AM »
You can't by default. Technically it can be done if you write a shader to do it. Has also been posted that you can check an option and manually export with granny plugin options, although I tried and it didn't work. Best thing to do is just duplicate the faces and flip the normal or make a 2 sided object.

General Discussion / Re: HE3 - Name guesses
« on: Aug 02, 14, 11:57:44 AM »
HeroEngine 3, Kryptonite.A, Herb and  the previous builds in this pic:

General Discussion / Re: DX 11 is everything supported
« on: Aug 02, 14, 11:54:54 AM »
Will HE 3 still have support for dx9 or are you going to be dx11 only?

Yes, we will still have the DirectX 9 support.  While there are some new DirectX 9 features, the focus for visuals, features, and performance is DirectX 11.


Can you elaborate more on these "features" or is it top secret stuff.  :D

Art & Art Pipeline / Re: Texturing for Diverse Groups of NPCs
« on: Jul 24, 14, 09:49:31 PM »
What WorldWideZ said basically. In our game we have one male and one female each with a ton of parts (similar to Hero's Journey). It just depends on what your game calls for.

Art & Art Pipeline / Re: Texturing for Diverse Groups of NPCs
« on: Jul 23, 14, 02:45:23 PM »
For example, if blue, black and white business suits were needed, would it be better to make 3 separate textures for the 3 separate colors, or just make one grayscale texture for the business suit, then tint it in the 3 required shades?

You'd want to make a dynamic character with dynamic texturebanks. Would allow you just to have one grayscale scale texture, and you'd tint the 3 shades inside of Hero, rather than use 3 different textures. Here is some info on it.


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