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Messages - Legacy

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General Discussion / Re: Website Integration?
« on: Nov 14, 12, 12:51:24 PM »
Yes it does, but you will get access to these features once you have an alpha version of your game ready to be presented to Idea Fabric.

Art & Art Pipeline / [] Decal questions
« on: Oct 03, 12, 08:33:38 AM »
Hi, I've got two questions concerning decals:

1. If I apply a sample decal from HSL like this:

Code: [Select]
//TEST: decal test
    CreateKeyValueSpec( "TestDecal", "" )
    AddKeyValueSpec( "TestDecal", "diffuse = string,/Textures/Gravel_Ground_2.dds" )
    AddKeyValueSpec( "TestDecal", "normalMap = string,null.dds" )
    AddKeyValueSpec( "TestDecal", "heightMap = string,null.dds" )
    AddKeyValueSpec( "TestDecal", "tileCount = integer,4" )
    AddKeyValueSpec( "TestDecal", "spacing = float,0.25" )
    AddKeyValueSpec( "TestDecal", "decalSize = gaussian,1" )
    AddKeyValueSpec( "TestDecal", "decalRotation = gaussian,0" )
    AddKeyValueSpec( "TestDecal", "killTime = gaussian,1000000" )
    AddKeyValueSpec( "TestDecal", "killWhileVisible = boolean,false" )
    data as ID = GetKeyValueSpecDefaultData( "TestDecal" )
    decalID as Integer = CreateDecal( data, instance.GetPosition(), "0,-1,0", "0,1,0", false )

I got only single-colored block on the ground. The color changes when I change the input diffuse texture and it matches its corner color. What am I doing wrong?

2. How does one create ever-lasting decals? I need some sort of never-disappearing decals for my purpose. It it possible? Setting killTime to -1 seems not to work...

Thank you

Art & Art Pipeline / Re: How to create flip book textures ?
« on: Sep 20, 12, 09:55:05 AM »
Remember, depending on your needs, you can also just instantiate a GUI element into the world. In our standard demo we give in HJ Ref, engineers click a button that puts the mini map into the world and it continues to function scrolling it textures and updating position, etc.

Would you mind telling us more specifically where we can look at this feature in HJ Ref's scripts? We also need this for our project. Just the name of script or function is enough.

Thanks :)

Any update on this issue?

Hello, I've got a problem with seamless. I have a system in place, very similar to the default Prop system. I want to replicate nodes from server to client and I noticed those are not appearing if I log into an area semalessly connected to their area of origin. I investigated the Prop system and found out you are using the ListSeamlessLinks() function to add server destination areas to prop's replication group. I copied the system but to my surprise it does not work. Debugging showed the list returned by this function is empty (even while I can see the link on the Area tab in Blade). I also noticed that a prop I add to my area behaves in the same manner - i.e. it is not visible until I cross the seamless border into its originating area. So it seems this is global issue not really related to my code.

Could you look into this, please?

Scripting & Programming / Re: alpha bg in virtual stage
« on: Sep 08, 12, 08:22:46 AM »
Yeah, I asked the same thing and the answer was it is not possible so far...

Art & Art Pipeline / Re: Shader glow effect isn't working for me
« on: Sep 03, 12, 01:02:17 PM »
Maybe try to describe what you are trying to achieve and maybe someone from the forum can help you ;)

Art & Art Pipeline / Re: Shader glow effect isn't working for me
« on: Sep 03, 12, 11:02:37 AM »
Please see wiki: http://hewiki.heroengine.com/wiki/Glow

There are different ways how to test glow in engine described there. The area will still receive shadows and such, but if you have enough bloom, it should not matter.


Art & Art Pipeline / Re: Shader glow effect isn't working for me
« on: Sep 02, 12, 06:40:07 AM »
Do you have bloom turned on in your environment settings?

Design & World Building / Re: Re: Importing Terrain
« on: Aug 29, 12, 04:15:48 AM »
Could some developer look into this? I can upload my .ter if necessary. This is that kind of bug that makes you recreate what you already did in another software which is not good. I think we'll wait for Sapphire and RAW importing that will hopefully work as intended with some more options to specify.

Design & World Building / Re: Re: Importing Terrain
« on: Aug 28, 12, 03:26:51 AM »
Hello, another problem with terrain importing that maybe others experienced too - when I import leveller terrain of certain size, it automatically gets broken into multiple heightmaps by the internal importer. That's alright but there are some errors on edges of the map - on the screen you can see there are those smaller pieces of terrain along the edges that do not correspond, i.e. are not in line with the rest of the terrain. The whole thing is not perfectly accurate (from distance you can see seams where two heightmaps touch), but this is totally wrong. What is the reason for this, please?

Short answer: Nope.

For your first question, I know it can't be done, but I'm curious as to what you're trying to do that would require that.

Basically I have some melee fight animation that link nicely one to another when started from specific time. I can extract the latter portion from each of them I just hoped I could save myself the huge amount of work...

For the second, the problem there is that is a lot of calculations to be doing all the time, especially compared to a pre-keyframed-and-exported animation.  Since their target ...mmmm genres, lets say, are so different, it really doesn't make sense to compare HeroEngine and UDK.  The ability to expose inverse kinematics to the engine so that it may adjust them (making feet line up properly with sloped ground) is a rather complex thing.

For the bow example, you could certainly achieve a similar affect with clever blending between different animations.  It's difficult to understand and get working, due to the complexity of authoring the necessary animations, but you might look into Additive animation sequences.

There are really no calculations needed at all since positions of all bones are well known to the engine as one supplies them. It has nothing to do with inverse kinematics. It's the very same thing as the additional rotation already in the engine, just it uses the fourth row of the transformation matrix...

I think we will probably create several skeletons for our bows and animate those then skin the bows on them. Or maybe I'll end up doing the string as two procedural geometric objects scaled around one axis, will have to think about it more deeply.

Thanks for clarification

Design & World Building / Re: Custom Spec Editor
« on: May 08, 12, 01:37:21 PM »
Thanks for your reply. I had been reading the page you mentioned, but it doesn't really explain how you layout the custom GUI, rather how to create custom controls.

I did look at the FX editor, guess I'll have to take a deeper look into it.

Well at the very bottom of the page is a section on creating whole custom editor which is what you need. There you can find how to start. The way of displaying the rows is just a matter of procedural GUI work. Look at default editor to see how it works.

If you are looking for completely random interface you will have to create it manually via GUIXML and fill values by hand. The default system, while not visually so plausible is however able to make you edit almost anything without the need to create anything manually, if you are just starting your production, I'd recommend leaving this for later, because maybe you will discover this is way too much work to bother with in the first place. But it all depends on what you are trying to achieve...

Design & World Building / Re: Custom Spec Editor
« on: May 08, 12, 11:37:32 AM »
It is indeed possible. Just look at this page: http://hewiki.heroengine.com/wiki/Spec_editor that should get you started. The Fx editor is an example of highly customized spec editor so I'd study how that one works too..

Hope this helps

I am still discovering new secrets in HE's animation system and I am pretty sure it can do most of the stuff we require, but those two things are still kept secret before me:

1. Is it possible to start an animation from specified time instead of the beginning? Like starting the playback from 10th frame for example.

2. Is it possible to move bones around proceduraly? I already discovered I can rotate bones via animation sequence's abilities but I found no way to move them around. An example might be given of a bow skinned to two bones - one for the wooden part and second for the string. I'd then attach first one to character's left hand and the second one to his right hand during the pull animation. I did this in UDK and it worked just fine, just can't discover the right way to do it here.

Thanks for clarification!

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