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Messages - PN-Dwight

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1
Art & Art Pipeline / Re: 3D Studio Max Toolset
« on: Yesterday at 07:05:09 AM »
Hello developers,

So I updated the toolset to the newest version which comes with the following updates:

  • WhiteBox importer tool added (Collaboration with the Pirates’ Nest developers and Jrom90 from the HE forums)
  • Created a tabbed view of the tools
  • Fixed some nasty bugs
  • Included an improved Scene Analyzer
  • Improved HeroEngine Tools
  • Included handy links directly to the HE Community, Wiki and Website
  • Added an Esenthel Bone-Renamer tool from the standard bone-names to an EE format.
  • Of course, all open-source!

2
Developer Hero Projects / Re: Project: Pirates' Nest
« on: Jan 16, 19, 03:03:11 PM »
January, 2019:
- First in-engine screenshots available of HarbTown : http://pirates-nest.com/gallery-harbtown/
- All SpeedTrees modelled and imported (80+)

3
Developer Hero Projects / Project: Pirates' Nest
« on: Jan 16, 19, 03:03:00 PM »
"Pirates' Nest"

About Pirates' Nest
Pirates' Nest (PN) is an online multiplayer game where Pirates and Marine face eachother in the eternal battle between Good and Evil.

The game builds around Good and Evil: Marines versus Pirates. The words good and evil are relative: The Government is seen as good, whereas the Pirates see them as evil, simply because the Government limits the freedom of the normal citizens too much so say the Pirates. The game revolves around you, the player, who is born in this world as a Pirate or a Marine. Your goal is to fight for freedom how you see fit. In order to achieve this freedom, one can/must continue through the storyline of the pirate / marine who obtained the first Gift. In this story, you will travel around the world and see things that are not known to men as of yet and is for you to discover: underwater tribes, secret passageways, underground mazes and many other dark secrets this world carries, as well as mythological beings.

The game is very community driven. This community’s building blocks are in fact “Pirate Crews” or “Marine Crews”. On top of a Pirate Crew or Marine Crew is a Captain, who can appoint Commanders to lead other ships in the Captain’s fleet.

Game Mechanics:
  • Realistic Weather-conditions based on the real life northern hemisphere of this earth
  • Weather influences over abilities
  • No name-tags above the player
  • Player Achievements and Bonusses
  • Infinite Gameplay possibility
  • Honour Points
  • Quests
  • Duels and Tournaments
  • Illnesses
  • Classless system

Social Media
Website: http://www.pirates-nest.com
Facebook: /
Twitter: /

4
General Discussion / Re: Where is the Backend?
« on: Jan 16, 19, 11:45:55 AM »
To summarize this Topic:
- First create the game in HeroEngine
- After a proof of concept and an Alfa-slice, you get the necessary tools and API's do have users register on your webpage, and have the same username and password for the game.

But only until you have reached the stage where your game can be put online, you will get these tools.

For now, access to those API's are not granted, until you create a playable game in HeroEngine.

who decides if a game is ready to go to alpha?  ???

Well, I guess the people of Idea Fabrik, as they are paying the server costs.

5
Art & Art Pipeline / Re: 3D Studio Max Toolset
« on: Jan 16, 19, 10:36:15 AM »
Toolset has been updated.

For the most up-to-date version of the toolset, please visit http://www.pirates-nest.com

More information: http://pirates-nest.com/2019/01/16/3d-studio-max-toolset-updated/

6
General Discussion / Re: Where is the Backend?
« on: Jan 16, 19, 08:02:53 AM »
To summarize this Topic:
- First create the game in HeroEngine
- After a proof of concept and an Alfa-slice, you get the necessary tools and API's do have users register on your webpage, and have the same username and password for the game.

But only until you have reached the stage where your game can be put online, you will get these tools.

For now, access to those API's are not granted, until you create a playable game in HeroEngine.

7
General Discussion / Re: I can save my project?
« on: Jan 14, 19, 07:08:03 AM »
There's a way for you to have some of the files locally stored:
- You should download and install the Repostitory Browser and save all files locally
- When editing a script, a local file gets saved (I believe somewhere in the AppData folder, if I am not mistaken) -> Information is somewhere on the forums here

The whole setup of a SaaS as HeroCloud is exactly not having the files locally but stored safely in a cloud, where backups are made.

8
General Discussion / Re: Where is the Backend?
« on: Jan 07, 19, 11:38:10 AM »
Without source-access, there's no back-end for you, except if you host it all yourself.

You might want to start here if you're looking for something close to it: http://hewiki.heroengine.com/wiki/Clean_Engine_Feature_Overview

9
General Discussion / Re: About Hero Engine
« on: Jan 06, 19, 03:12:30 PM »
Hi AkanStyle and welcome to the forums!

It is indeed possible to create a MMORPG without C++ in this engine! The scripting language you have to learn is HSL.

However, without coding experience, you're going to have a hard time as well. Follow the tutorials by Thazagar and see where it leads you!

10
Welcome to the community!

11
Art & Art Pipeline / Re: 3D Studio Max Toolset
« on: Jan 01, 19, 09:53:59 AM »
So, I did read the Discord channel, and it appears people did struggle a bit with the art-pipeline. I added a Scene Inspector (It's open Source, and by no means 100% perfect).

Here's a screenshot, and it includes:
- Object Name
- Object faces & Polygons (just came in handy really)
- HE Occluder (There's a cool button as well!)
- LastPose (If it has a Lastpose=undefined propbuffer)
- H-Material: Will check if it's an actual HE Material
- H-Material Spaces: Will check for spaces in your HE Materials
- HE-Directory : Checks if you imported the material from within the HE directory (so no more flashy textures!)
- HE-Directory Spaces: Will check for spaces in the entire HE directory. Spaces are a burden. Don't use spaces.

12
Art & Art Pipeline / Re: 3D Studio Max Toolset
« on: Dec 31, 18, 03:56:31 AM »
I used his old ones and they were really nice! Simple cli lines brought into a nice interface to add to the Ease of Life.

I will check this one out when I have a chance. Thanks! and great work!! :D

:)

I also take requests.

13
Art & Art Pipeline / 3D Studio Max Toolset
« on: Dec 30, 18, 01:31:53 PM »
Hi,

I have created something to help in 3D Studio Max when checking assets before importing them into the engine.

Happy developing!




Instructions:
1. Unrar
2. Drag 'n' Drop the .ms file into 3ds max
3. If you want to invetigate the code, feel free, I choose not to encrypt things this time.
4. There's a checkbox if you want to surpress the messageboxes I surely use a lot as confirmation.

Toolset can be found here: http://pirates-nest.com/developer-tools/

14
They are incredibly helpful to get your toes wet in HeroEngine!

Dwight, you still lurking hehe. How us pirates nest coming along?

Slowly ;)

I had the world reset and finally have some serious time to spend on development. It's been a while since I used HE and I am finally understanding the reasoning behind HSL!

15
They are incredibly helpful to get your toes wet in HeroEngine!

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