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Messages - Ineedcash12

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1
Developer Job Board / Re: Anyone need a Level Designer?
« on: Jan 30, 13, 11:37:29 PM »
any images of previous work?

2
Developer Job Board / Re: Need Height Map Importer/Linker
« on: Jan 30, 13, 11:36:04 PM »
stadi is online about everyday, atleast he was a week ago.

3
Design & World Building / Re: Terrain Size Inaccurcies
« on: Jan 24, 13, 10:02:32 PM »
ok :)


As of now the plan was 500 by 500 (exported from WM as 250 by 250 and appear as 500M in Hero), and use over 400 pieces in 400 different areas.




4
Design & World Building / Re: Terrain Size Inaccurcies
« on: Jan 24, 13, 04:42:34 PM »
ok, so you mean don't merge my 64 sized ones into a large 250 sized one, leaving it as the multple pieces totaling the 500 meters in one area?





5
Design & World Building / [Resolved] Terrain Size Inaccurcies
« on: Jan 24, 13, 02:20:43 PM »
http://i.imgur.com/erIR9PE.jpg


Why does my properties panel say size 249 by 249, and my Crtl - T says almost double that?

What is the actual size?

6
Which part, the 1600 piece overview, or the 400 piece actual game world?


How are you able to import a 16 sq km area? o.O 


Can you elaborate on the script that splits your area up?


7
You mean in the same area that has 1600 heightmats to just lower the next batch?

When I attempt this, nothing happens.

8
The 1600 64 by 64 area pieces is 1/4 our actual world size and used for testing of the terrain large scale.  This way we can just import 4 pieces of terrain, and get the actual look of the full 25 km area.  Our actual game test world will have 400 pieces of 250 by 250. 

But overall, the engine imports that in about 4 minutes, but once its in, there is no deleting it, so you have to make a new area for the next trial run.

Can you imagine importing 200 pieces of terrain to find a flat spot in it, I'd cry.  :'(


Just so were clear, does it calculate from the lowest point to highest, and once you exceed the limt of distance between the two, it makes the rest of the upper flat, and I'd assume it would start at the bottom?


I've spent the day exploring WorldMachine and believe the issue was not so much in the altitude scaling, but the Advanced Perlin device scaling.  Going to play around with it a few more days before we go back to Hero.


Also, I've noticed that once I import the terrain, it appears about 200 meters up above the camera, even with a small piece.  Which leads me to believe the terrain is starting at a point a few hundred feet above sea level, and then rising with a hill  farther.  So I've made it start closer to sea level to see if that helps.




9
If I don't use the 3.4k meters, and a height setting that is 55, the ground looks relativly flat when it goes into hero.  Our first export was only 1k meters and it was FLAT in Hero.


 


10
Ok, so when im in WM I use altitude scaling, correct?  For this export, it was set to 3413 Meters.  Heres how the terrain looks in WM.




http://i.imgur.com/mRw8l82.jpg

11
What is the upper and lower limit?  because going from WM to Hero is becoming a nightmare.   


and when I was importing the areas that were broken apart, into 400 pieces, I still hit the limit even though it was 250 by 250 areas and was going up a gradual hill.


Is there a way to turn off this limit, because with the area, its hard to get a view of the size of hills/valleys in Hero without importing the areas as large pieces first, then going back and importing broken up more?

12
So, after importing my terrain from WM, I decided to use a height setting of 25, it was a bit flat, so next import test, 35, still a bit flat, but no actual flat spots.  Imported as 55, and the upper part of my hills are flat.  They are not flat in the 25, or 35, just 55+.   It seems that the height setting makes flat spots on any hills that exceed a certain height limit.


It doesnt matter what the terrain size is,  we have a 25km world we are importing, and instead of doing all 400 pieces to see that the terrain setting is messed up we broke it into 4 pieces, so we can see overall the terrain and find bugs like this faster.



http://i.imgur.com/gCgcSqN.jpg


Has anyone else experienced this?

13
Developer Job Board / Re: Vortex Online - Seeking Talent
« on: Jan 07, 13, 08:45:31 PM »
updated.

14
General Discussion / Re: IRC Reminder
« on: Jan 06, 13, 06:22:39 PM »
Someone invite me to the skype channel, Ineedcash12.

Or tell me what it is :)

15
Developer Hero Projects / Vortex Online
« on: Jan 06, 13, 05:55:43 PM »
While our game has almost all our our development right now outside of the engine, and by that I mean, asset modeling, concepting, paper design, and music composing, we still are able to show our work with everyone.

Instead of posting everything we have so far here, we have been updating our IndieDB page over the last serveral weeks.

Please take a few minutes to go over everything.

I will update this post with updates, which will then have a link to our indieDB page.



http://www.indiedb.com/games/vortex-online





Please post on our INDIEDB page only!

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