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Messages - AWW_boss

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1
Was hoping to see some high heels on that shockingly handsome female centaur. Such a disappointment.

2
Off Topic / Re: The purpose of this topic?
« on: Dec 04, 15, 11:09:07 AM »
What is the technology behind this?

3
Developer Created Tutorials / Example detection with raycast
« on: Nov 23, 15, 11:04:01 PM »
Due to request from some developers i'm gona copy/paste this code snippet. I use this snippet to detect ground proximity in my game with aircrafts. It basically takes a player characters, spawns raycasts in several directions around it and if the distance to heightmap is less than some arbitrary distance (i calculate this distance from aircrafts speed and acceleration) then i set ground proximity to be true.

Code: [Select]

method DetectGroundProximity ()
 
  char as NodeRef = me._accControllerOwnerRef
  pos as Vector3
  GetNodePosition(char,pos)
 
  leftVector as Vector3
  GetNodeForwardVector(char,leftVector)
  upVector as Vector3
  GetNodeUpVector(char,upVector)
 
  vectorList as List of Vector3
  forwardVector as Vector3 = RotateVector(leftVector, (0,-90,0))
  add back forwardVector to vectorList
  rightVector as Vector3 = RotateVector(leftVector, (0,-180,0))
  add back rightVector to vectorList
  backwardVector as Vector3 = RotateVector(leftVector, (0,90,0))
  add back backwardVector to vectorList
  downVector as Vector3 = RotateVector(upVector, (180,0,0))
  add back downVector to vectorList
  leftDownVector as Vector3 = leftVector + downVector
  add back leftDownVector to vectorList
  forwardDownVector as Vector3 = forwardVector + downVector
  add back forwardDownVector to vectorList
  rightDownVector as Vector3 = rightVector + downVector
  add back rightDownVector to vectorList
  backwardDownVector as Vector3 = backwardVector + downVector
  add back backwardDownVector to vectorList
 
 
  excludedNodes as List of NodeRef = MUD_ExternalFunctions:MUD_GetClientCharacters()
  add back char to excludedNodes
  //excludedNodes as List of NodeRef
  //add back myAccount to excludedNodes
 
  distance2Ground as Float = 30
  stoppingDistanceMultiplier as Float = 1
  groundProximityDetected as Boolean = false
  loop i from 1 to vectorList.length
    intercept as Vector3 = (0,0,0)
    meshName as String = ""
    hit as NodeRef = Raycast3D(pos, vectorList[i], excludedNodes, distance2Ground, intercept, meshName)
    if (hit <> None)
      where hit is kindof heightmapnode
        if(distance2Ground < (me.MUD_ACCCStoppingDistance * stoppingDistanceMultiplier))
          groundProximityDetected = true
        .
      .
    .
    //reset distance
    distance2Ground = 30
  .
 
  if (groundProximityDetected == true)   
    me.MUD_ACCCGroundProximityDetected = true
  else
    me.MUD_ACCCGroundProximityDetected = false
  .
 
.


4
Just curious, what exactly do you have in mind when you say playing?

5
General Discussion / Re: Script backup
« on: Nov 06, 15, 12:08:48 AM »
Great tip. It's working for me.

6
General Discussion / Re: Heroengine servers being shut down?
« on: Nov 05, 15, 01:44:00 PM »
Pessimists live longer lives according to a new study.

7
General Discussion / Re: Starting Your Project - READ THIS
« on: Nov 04, 15, 01:27:48 PM »
From my experience the only thing you need is:

1. start coding ;)

8
Developer Hero Projects / Re: Yugoslav Front
« on: Nov 02, 15, 02:55:14 PM »
A new video, showing some of my latest work:

https://www.youtube.com/watch?v=G-yqT3of-r4&feature=youtu.be

9
General Discussion / Script backup
« on: Nov 01, 15, 01:58:09 AM »
Does anyone know if there is a simple way to "download" HSL scripts for backup? Perhaps they're stored somewhere in the repository browser?

Cheers

10
It's been a long time since i did it, so i don't remember the details. The shape is controlled by the frame and shape textures, which i simply made to be rectangles:

https://dl.dropboxusercontent.com/u/79625595/MUD_minimap_frame.dds
https://dl.dropboxusercontent.com/u/79625595/MUD_minimap_shape.dds

And you just need to override the original zoom functionality in your specific class that inherits from _minimap.

method HE_setMinimapDefaultZoom()
  SetMiniMapZoom(30)
.

method onMouseWheel(args references Class GUIMouseEvent)
  var wheel = args.wheelDelta / 120
 
  ctrl as Boolean
  alt as Boolean
  shift as Boolean
  getkeyboardmodifiers(ctrl, alt, shift)
 
  if ctrl
    //    var s = me.scale + (wheel * -.1)
    //    if s < 0.45
    //      s = .45
    //    else if s > 3
    //      s = 3
    //    .
    //    me.scale = s
    //    me._positionMinimap()
  else
    var zoom = GetMiniMapZoom() + (wheel * -1)
    if zoom > 30
      zoom = 30
    .
    SetMiniMapZoom(zoom)
  .
  args.handled = true
.


Here is the GUI control:

Code: [Select]
<createControlType inheritFrom='_minimap' class='MUD_GUIMiniMap' type='MUD_GUIMiniMap' description='MUD_GUIMiniMap' treePath='CleanEngine\MiniMap' name="MUD_GUIMiniMap">

  <set name="MUD_GUIMiniMap.map">
    <alphamask material="GUI\MUD_minimap_shape.dds"/>
  </set>
  <_spacer name="overview" insertBefore="player">
    <size x="256" y="256"/>
  </_spacer>
  <_spacer name="bookmarks" insertBefore="player">
    <size x="256" y="256"/>
  </_spacer>
  <set name="MUD_GUIMiniMap.player">
    <size x="15" y="20"/>
    <set name='MUD_GUIMiniMap.player' attribute='texture' value="GUI\MUD_CleanEngineGUI.dds"/>
    <defaultStatePresentation>
      <size x="15" y="15"/>
    </defaultStatePresentation>
  </set>
  <set name="MUD_GUIMiniMap.frame">
    <set name='MUD_GUIMiniMap.frame' attribute='texture' value="GUI\MUD_minimap_frame.dds"/>
    <defaultStatePresentation>
      <position x="0" y="0"/>
      <size x="256" y="256"/>
    </defaultStatePresentation>
  </set>
</createControlType>





11
Scripting & Programming / Re: MeshAssetSpec unknown Property
« on: Oct 30, 15, 01:16:35 AM »
The version is 3ds Max 2014 x64.
Here is a link to a file and hgm (i did not include textures, but it is irrelevant):

https://dl.dropboxusercontent.com/u/79625595/ErrorTest.max
https://dl.dropboxusercontent.com/u/79625595/ErrorTest.hgm

The model works fine, it's only the errors that annoy me.

12
Scripting & Programming / MeshAssetSpec unknown Property
« on: Oct 29, 15, 12:47:17 AM »
I'm getting these errors from static assets i bought on turbosquid. Does anyone know how do i get rid of these (using 3ds max for example):

06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_DefaultName = false
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_fSel_Triangles = #{38, 44, 57, 79..82, 104, 119, 144, 152..155, 212, 214, 220..223, 316, 318, 359..362, 368..379, 382, 384, 407, 429, 431, 443..446, 472, 474, 483, 485, 497, 500..505, 521, 524..525, 531, 538, 556, 559, 570, 574..575}
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_fSel_NGons = #{}
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_NumErrors = 2
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_vSel_Isolated_Verts = #{}
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_vSel_Overlapping_Verts = #{}
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_fSel_Overlapping_Faces = #{}
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_mSel_Overlapping_UV_Faces = #{}
06:40:30: ERROR:System:[\character\angryflybattleshipfighter1.hgm] MeshAssetSpec unknown Property: siup_fSel_Flipped_Faces = #{}

13
Here is one of my older videos showing a minimap. It's square and showing at once the entire area.
https://www.youtube.com/watch?v=qsnysncYpFQ

The fog of war, yes i think it's very possible, if you have some advanced programming skills.

14
Thanks a million Christopher for spending time to understand the problem i'm having.

The setup you suggested is exactly what i have now! I have a bonetracker with a invisible billboard which is rotated by (-90,0,0). But! I determined that this setup is a stress factor.

Since i can have space ships with 16 turrets, and i need 2 bonetrackers and 2 helper objects for each turret, that sums to a total 16x4=64 new objects just for one ship. I want to avoid that, and make my calculations directly from the bone rotation.

I will wait patiently till the new function is introduced. It could be very useful for some other applications as well.

15
Long story short, i desperately need an external function that would work like this:

external function RotateRotation(rotationIn as Vector3, rotation as Vector3) as Vector3

Some arbitrary outputs (hopefully got them right...):

RotateRotation((90,0,0),(-90,0,0)) = (0,0,0)
RotateRotation((90,-90,0),(-90,0,0)) = (0,-90,0)
RotateRotation((0,180,-180),(-90,0,0)) = (90,0,0)
RotateRotation((-26,171,-164),(-90,0,0)) = (60,-155,-150)
...

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