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Messages - Triplelexx

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Scripting & Programming / Spec Prototype Organisation
« on: Feb 24, 13, 05:21:15 AM »
I'm wondering if there's a way I can automatically archive prototypes on creation into subfolders rather than them going to root?

Scripting & Programming / Spec System DataCache
« on: Feb 16, 13, 08:00:52 AM »
Hi there,

I'm working my way through understanding the spec system more, I'm currently confused about the use of datacache prototypes.
In the FPS ref the weapon spec stores data in this prototype, but I found little reference to where it's used and not a lot of info on the subject after searching.

Art & Art Pipeline / Re: Swapping Textures (skin tone)
« on: Jan 22, 13, 05:55:40 PM »
I was thinking about selecting ethnicity in the character creation system, Caucasian, Asian e.t.c.

This seems like a good way to get more variation using the 3 way skin blend.

Scripting & Programming / Re: Item System & NPCs
« on: Jan 18, 13, 10:35:06 AM »

Many thanks for taking the time to explain the implementation in more detail.
I will continue to consider how best to go about writing these other spec implementations.

It seems the best approach, "Do I really need all of those spec systems?" 
Probably more!

Awareness would be something else to look at.... If anyone does want to group up to speed up work on similar implementations for this, I'm all ears.

I'll keep at trying to implement something viable myself as best I can.
Thanks again for the concise reply.

Scripting & Programming / Re: Item System & NPCs
« on: Jan 18, 13, 09:29:07 AM »
I think I would want to do something like this but it looks like it will at least require rewriting the container class as it seems to be referencing _PlayerCharacter and creating an association with the players account.

  where me is kindof _PlayerCharacter   

Or maybe I'm over complicating it in my head and some parts only refer to the replication, yet the item could still be owned?   

Scripting & Programming / Item System & NPCs
« on: Jan 18, 13, 12:10:21 AM »
Hi, I could really use any support with using the new item system in the context of NPC characters.

I am confused over the container ownership restrictions and would appreciate any advice regarding what is required to give an item to an entity without an account.

Could I just pass other references and still use a container via association?
Any examples regarding doing more than giving the player an item would be a great help.

Say I create a weapon item and an appearance to glom with it, how would I best go about "giving" that to a NPC?

Art & Art Pipeline / Re: Fixseam Issues
« on: Jan 08, 13, 01:41:07 AM »
Hi Bennett,
Thanks for looking in, I've kind of stuck this one on the back burner but there are still issues.

I have had great issue with cutting models up and not getting normal lighting irregularities, or problems with skinning.

As example my biggest problem is detaching a head from a body, I tried various methods of manually fixing the lighting at the seam before export to no avail. I've tried to make the skin work as best I can but some extreme movement of joints will cause minute misalignment in vertices.

On export trying pretty much all variations of single commands to join the head and torso result in either complete incorrect stitching of the object together or some minor lighting  issues still.

The last command I used was some crazy stab at everything and seems to give the best result for these 2 meshes.

 fixseam.exe /E .001 Torso.hgm Head.hgm  /O /I

As you can see in the pic there is still some visible stitch to the seam but they seem fairly well glued together apart from tiny visible gaps at extreme movement noticeable at close distance.

I am basically hacking this guy together myself though, I do hope to have someone more capable get on board to polish off issues like this so it's not a pressing issue right now.

Also as such I'm still unsure how much the model is to blame itself.

As far as fixing seams, forgetting any skinning issues, I can not get the tool to fix all welding and lighting errors.
Most command attempts end up with the meshes totally off causing most of the throat to stitch to the neck.

Any help would be much appreciated though, I would gladly look at it again if anyone can suggest a solution.

Edit: Also to add, I'm currently not even running the hands through the tool, for some reason I was able to "fix" those normals before export and as they're not split at the wrist they work fine anyway.

Art & Art Pipeline / Re: building a dynamic character
« on: Dec 23, 12, 11:38:08 AM »
I remember from back in the old day that HeroEngine has that capability (although it is not "activated" for the users at this point).

You would require a source license to do so.

I'm still not sure why cloth physics requires calculation on the server.
If you just wanted each viewer to run it's own local simulation of some cloth, I don't see why interaction with the server would be needed.

Explosions and such you would want accurate synchronized simulation I guess, but why cloth?
I am still looking at using bones personally, but having to jiggle stuff every animation by hand is painful.

Art & Art Pipeline / Fixseam Issues
« on: Dec 21, 12, 09:34:27 AM »
I've been having issues getting good results from this application in the pipeline.

I currently have a character split as such.
Head slot, upper body, combined hands, lower body and feet.

All variations I've made of batch file operations give very wrong results with things welded all over.
Even with /I the lighting is actually worse at the seams then before any operations.

Next step is for me to try and connect 2 pieces together and try every variation to figure out what's going on.

Initial tests were done with slight vert offsets, so I went back and chopped and detached everything again so should be pretty much seamless now, but apart from being pretty seamless by default, the welding is still as bad.

Again I will hammer at it some more and start testing anims but maybe someone for example could suggest a list of batch operations suitable for these slots I could try.

They all use single materials so I shouldn't need /S but I've even been trying that.
Like I said I was trying a few parts together last time, I'll have to break it down more, any advice at this stage would be greatly appreciated though.


Art & Art Pipeline / [Resolved] FaceGen HGM2OBJ Issues
« on: Dec 20, 12, 09:50:08 PM »
Hi there,

After being able to make my characters have horribly ill skin tones I'm now trying to integrate a face using FaceGen in the engine to add to the horror!

I have been able to get this to work by directly converting to obj and testing in the modeler demo but am having no such luck exporting as stated on the wiki.

I keep getting errors regarding the geometry not matching.
I've tried exporting as a standard dynamic part and converting using hgm2obj as there's no gr2 anymore.

I found an old post from Stadi regarding similar issues, I suspect if I export as gr2 it would work.

At a dead end right now. I even tried the /O option.

Edit: Really weird, today I tried importing the original face obj and even that wouldn't work, I just had to create a new project in customizer for it to accept that model again. I'm going to start over. Doh the back button, the last few times I was trying to change the model but it must have already generated files.I'll try again.

[Solved] converter works fine, the problem seemed to be down to trying to use the same project after importing the original obj to test, see what Santa has for me after I go to bed tonight. :)

Art & Art Pipeline / Re: Dynamic Skin Tone Options
« on: Dec 20, 12, 09:44:10 PM »
Many thanks!

You can help me with the next one I'm about to post as well if you'd be so kind. :)

Art & Art Pipeline / Re: Dynamic Skin Tone Options
« on: Dec 19, 12, 01:38:10 PM »
Ok, kicked an poked it some more and after a few uploads it started working, maybe some minor error.

I've got enough concepts down to work with now, see how the cooking goes.
Many thanks.

Art & Art Pipeline / Re: Dynamic Skin Tone Options
« on: Dec 19, 12, 07:03:45 AM »
Thanks Stadi,

I've been all over the docs and references now, think I've absorbed what I need, the work load is killer for sure.

The main thing I'm struggling with now isn't even to do with FaceGen, I just want to know if I can have 2 layers in a skin dtb.

The head.dtb in clean reference seems to show this, this looks how they have done the tattoo and lipstick options in HJ but I can't get it to work myself.

I can't tell from your videos if you're just using skin tone for your characters or if you have extra detail textures.

Art & Art Pipeline / [Resolved] Dynamic Skin Tone Options
« on: Dec 17, 12, 03:33:07 PM »
Hi there,

I'm now currently confused regarding my options for handling dynamic skin tone.
I plan to use FaceGen to integrate face geometry, it seems to have a separate set of statistics "egt" for handling skin customization, but the use of this with your own textures and UV map is not covered much.

There is also the 3 blend option in HE itself.

I have conceptual issues with the texture map separations as well for the body tone, even if I do go the FaceGen route.

Ideally I'd like to have a head texture and a body/hand texture.

It would be nice to reuse the same textures and uvs for other items that cover these such as mask, gloves, shirt etc.

This leads to some thought on how to combine this all together best.
I certainly have no idea at this stage if I could combine FaceGen texture statistic aspects with texture masking for other elements or how the texture stats would work not using their images.

Any advice from anyone would be greatly appreciated.

It is very important to my game design that players are able to create black men with visible ginger chest hair!

Edit: It's looking like the HE options would be superior to the egt path. I'm trying to get my head around dtbs enough to figure out the best way to proceed still.

New Edit: I actually managed to find some relevant files in my world I could look at.
They seem to confirm that more than one layer was used for face details.
I tried to copy the .dtb layout pretty much exactly and have tried using similar  transparent files for say some lipstick but when I enable the second layer the texture goes into disco mode with the colours changing constantly.
The skin blending I got to work fine using just one layer but Id like to get at least some tattoos and lipstick type details on another layer and I cant get that to work, there doesn't seem to be enough documentation on the subject to really know what's going wrong without hammering at it some more.
Really not sure if it's my textures or the dtb, I really just want to know how the face tattoos in HJ are setup for now.
For hair Id be happy doing it through model attachments in FaceGen. That seems the best course for that.
In general I'm getting to grips with my dynamic character but using a detail layer in a skin bank seems the last major issue (beyond modelling).

Also is there a way I can use more than one blend of 3 textures, is that what happens when you select different races in HJ. I assume the different races have their own 3 racial variation images if you use the skin tone triangle in the character editor.

Art & Art Pipeline / FaceGen Head Slot & Sock Parts
« on: Dec 16, 12, 05:07:41 PM »
Hi there,

I'm trying to get to the stage of integrating FaceGen faces into a dynamic character head slot.
When approaching this I'm confused about the best way of dealing with any sock parts.
I assume the best thing is to combine them with the head geometry, should this be done before FaceGen integration as a group of object, or would they need to be a single object, re-skinned for export as a single dynamic part?

Basically I'm mostly confused about running the FaceGen base integration still.
I just want to do a head with the standard head "base statistics" but that isn't covered at all in the Wiki it seems.

Beyond figuring out what corners I can cut I'm also still unsure if any sock parts would effect the process.

Edit: The high res geometry has no such details, this was my initial reason for questioning if sock elements are to be considered.
[Solving in progress]:Reading the Customizer manual it seems the sock elements are added after with glasses etc in the project after you do the head geometry.

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