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Messages - Dothackking

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1
GUI Creation / Re: Bring a GUI to the front on Build?
« on: Feb 11, 12, 06:40:38 PM »
Ah, very nice!

For anyone that has a similar question about what the solution method is:

Every GUI window has a layer option. It takes a string to notify what layer the GUI resides on.
If you open the script "E_GUIClassMethods", you will find a series of layers as strings in a list.

The list displays each layer in order of precedence. Select the layer you want your GUI to reside on and copy/paste that into the GUI window's layer option.

You can also create a custom layer inside of your GUI window, and then "add back" int he E_GUIClassMethods

2
GUI Creation / Re: Bring a GUI to the front on Build?
« on: Feb 11, 12, 03:24:10 AM »
There's a script full of "add back "x" to layers", you can do a search all for it, I am not in my project at the moment to check for you

3
Developer Job Board / Re: Socially Responsible MMO
« on: Feb 07, 12, 03:37:26 PM »
Honestly I'd hate using google pictures, If I join this team my suggestion is to find a designer who is expert at photoshop who can make our textures.

Google maps isn't for the textures, it's for the terrain, the heightmap.

4
Developer Job Board / Re: Socially Responsible MMO
« on: Feb 07, 12, 02:08:42 PM »
To me, that would be the best role I need. I am so awful at world building. Working on it.. But not my strength. Send me your email through a message as well and I will get in touch with you as soon as I can. This wil be very exciting!
I believe you can just take google map images and put them into a heightmap generator, since you're going for realism.

5
Art & Art Pipeline / Re: 0.1 meter scaling?
« on: Feb 03, 12, 07:45:07 PM »
Dothacking, I would have your modelers post specifically what they are doing and the issues they are seeing. Trying to communicate operator style about complicated 3D programs always results in badness.

They're just complaining about the tiny scale that HeroEngine wants.   They would like their models to fit within the standard grid, but they say that with the 0.01 scale the models need to be MASSIVE compared to the grid.

6
Art & Art Pipeline / Re: 0.1 meter scaling?
« on: Feb 03, 12, 04:10:31 PM »
Tell em not to bother using the grid (hit G) lol

Or you could just design it however you like, at whatever size you like and once done, toss in a dummy object or a box of some sort scaled to the dimensions you'd like in game, and match your model to that before exporting.

Probably even a better way......and also isn't it supposed to be .01 or is that a typo?  That's what I have set, and what's in the wiki.

That's what I meant, sorry, yes .01

7
Art & Art Pipeline / [Resolved] 0.1 meter scaling?
« on: Feb 03, 12, 02:55:11 PM »
My two modelers both tell me that this isn't working out well for them.   Anything they import into the world is tiny and has to be forcibly scaled inside of the game.    If they were to make things proper size inside of 3DS they would need to make it tens of screens large, for smaller objects.

Any tips I can give them?

8
Developer Hero Projects / Re: Wild West
« on: Jan 26, 12, 11:02:39 PM »
Looks really nice!  Haven't seen one like this before

9
There are two or three really nice textures that I would really love to leave in my game.  Is this allowed?

10
Off Topic / Re: The new forums
« on: Jan 23, 12, 07:30:29 PM »
I like the new black color scheme, but I'm not a huge fan of mixing it with the old blue one.

And the logo looks AMAZING on the new forums

11
My personal favorites are C# and Java, as they seem to be a lot more friendly than say C++. The thing I like a lot is garbage collector, just one less thing to worry about :)

When I began coding years ago, I was using Pascal / Delphi, but that seems to be kinda outdated (or maybe just not popular enough) to me and I honestly wouldn't want to code a project of a bigger scale in it. But if I was to learn coding again, I'd surely go with C# or Java.

I'm sure about Python - was never really tempted to dedicate time to learning it.
any recommended free ways to learn C#?

12
Frankly, Extremo, that was a whole lot of words just to say you don't have an answer.  If you are not going to try to answer the question, why post?  Legacy at least pointed to the videos that people are finding very helpful.

It is certainly vital to learn those fundamentals such as loops, conditional statements, functions etc. and those could theoretically be learned in just about any language, or even no language at all.  Those could be explained conceptually by using diagrams and occasional pseudo-code.

To expand on Dothackking's last point, I think the main reason for not starting with HSL is a matter of logistics.  I believe most would agree that it is easier to learn when someone is there to guide you.  There are many classes that teach programming using various languages as the basis, and also many books that do that as well.  I don't know of any classes teaching programming using HSL or any books on it, yet, either.  So, in learning HSL there is the wiki and these forums for already experienced programmers to learn the particulars of the language and the systems, but for learning fundamental programming itself you would really be on your own.  That more than anything is the main barrier to newbies.

In the future there may well be intro programming classes using HSL, particularly since there is an educational license available, but for now you need to do it in another language if you want help in doing it.

That being said, VB probably is the best bet.  It is a fairly user-friendly language and has some similarities to HSL syntax.  Also, java or C# would be good options, as they are also geared to be more friendly to less hardcore coders as compared to C/C++.  With C++, you are writing "closer to the metal" than C#.  That allows coders more access to the machine, but also makes it more complicated and it gives you more than enough rope to hang yourself.  C# has more safe guards in place, and you don't have pointer syntax, so you can access members of a referenced object via "." like it is in HSL.

But it certainly can be done in C++ if you want to continue on that path, particularly if you avoid more advanced things and stick to the basics.  Find a good intro class and/or book(s), and then when you learn about HSL keywords such as loop and when, once you know what they do, their functionality and application will be familiar as opposed to thinking "Ok, that's what it does; now why and when would I use that???"

What do you think about Python?    It seems that is the one that has the most use if the HSL project goes downhill, or even needs something like an account system added on.

(This is actually not about me, I'm sticking with the C++, but we have another person who wants to learn so they can help with the project)

13
I have heard heavy arguments why to NOT do HSL first:


You can't easily preview your changes,
if something goes badly wrong, well, it went badly wrong,
you're learning by looking, not writing
There aren't many resources for learning HSL.     I was stuck with the terminology on HSL, and didn't know how to look it up since all there really is is the wiki.

14
I have been told to learn to program before I attempt HSL, so that I can know the structure of a program and such.


I am personally doing it through C++, but some of my team thinks it would be better done in Python, or Ruby, which are already scripting languages, and thus would emulate HSL much better.


What do you guys think?

15
Design & World Building / [Resolved] New folder?
« on: Jan 18, 12, 05:42:59 PM »
We want to organize our areas into "unfinished" and "finished" via a folder system, how can you create new folders for areas?

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