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Messages - dmccollum

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Next 3 are up. HeroScript for Programmers.

Those are excellent! Thank you very much.

While learning how to convert the E_ classes, I created a KIS_Account class and mistakenly created a prototype manually to the KIS_Account. I know now the control panel GUI automatically adds the ACCOUNT prototype once the KIS_Account class is added to the $ACCOUNT system node.

I've tried removing the prototype I created, but get an error message that it's tied to a class, how do you remove the unneeded prototype? Secondly, what happens behind the scenes when you have multiple prototypes assigned to a class? Is it harmless to leave the prototype there? Will the system know to write account data to the ACCOUNT prototype instead of the prototype I created?

Game Dev and Gaming / Re: Looking for education on a budget?
« on: Nov 26, 11, 07:47:11 AM »
Dietel also has their live lessons videos. I have the Java and C++ videos. I'm teaching my 17 year old son C++ now using those. They are also available with a Safaribooksonline.com monthly subscription. You can get a 5 slot account for about $10.00 a month. I also have the gameinstitute.com's C++ I and II. For free you can check out Youtube and search for "AntiRTFM". He has a 75+ C++ videos and does a very good job explaining the concepts behind c++.

To take this a step further. I changed the argument for mouse event type from enter to click, but how can you find all of the mouse event types?

I looked in the  DOM editor and found the _MouseEvent class and see MouseEventType field, but I can't seem to find where the arguments "Enter" and "Click" are defined for the MouseEventType.

Code: [Select]
shared function InputMouseEvent(args references Class _MouseEvent)
// Mouse event generated from the _InputHandlerClassMethods Script assuming it
//   has not been overridden by a game specific implementation.
  // Get the Node For which the Event was Generated
  //target as NodeRef = args.MouseTarget
  target as NodeRef = args.MouseTarget
  // Type Cast the node so we can access its fields/properties
  where target is kindof HBNode
    when args.MouseEventType
      is Click       
        // Change the Ambient and Diffuse for fun
        target["AmbientColor"] = target._scriptingTutorial1GetRandomColorAsString()
        target["DiffuseColor"] = target._scriptingTutorial1GetRandomColorAsString()
        // Allow other events to fall through, doing a println


I'm following the http://wiki.heroengine.com/wiki/Your_first_HSL_script tutorial, which worked fine, but I was wondering how you find what classes have been assigned to a node. I tried the "/HEINFO NODE <GUID>. That brings up a window with the properties of the node, but I still don't see what class is assigned.

I also noticed that the assignment isn't persistent. Is it only persistent when you assign the class via the script?

Game Dev and Gaming / Re: Flowchart Tools
« on: Nov 08, 11, 09:22:55 AM »
I think this is the one (from here:  http://www.google.com/accounts/TOS?hl=en) that gets people:

11.   Content license from you

11.1   You retain copyright and any other rights you already hold in Content which you submit, post or display on or through, the Services. By submitting, posting or displaying the content you give Google a perpetual, irrevocable, worldwide, royalty-free, and non-exclusive license to reproduce, adapt, modify, translate, publish, publicly perform, publicly display and distribute any Content which you submit, post or display on or through, the Services. This license is for the sole purpose of enabling Google to display, distribute and promote the Services and may be revoked for certain Services as defined in the Additional Terms of those Services.

11.2   You agree that this license includes a right for Google to make such Content available to other companies, organizations or individuals with whom Google has relationships for the provision of syndicated services, and to use such Content in connection with the provision of those services.

11.3   You understand that Google, in performing the required technical steps to provide the Services to our users, may (a) transmit or distribute your Content over various public networks and in various media; and (b) make such changes to your Content as are necessary to conform and adapt that Content to the technical requirements of connecting networks, devices, services or media. You agree that this license shall permit Google to take these actions.

11.4   You confirm and warrant to Google that you have all the rights, power and authority necessary to grant the above license.

Here's Google's clarification for that clause.


About section 11.1 of our Terms of Service
We've received questions over time about the meaning of section 11.1 of our Terms of Service. We realize that for those not familiar with legal agreements for services that use the Internet, these terms can look confusing, or even frightening.

The first thing to understand is that this language doesn't give Google ownership rights to your data. You, and you alone, own your content. Whether you wish to keep your content totally private, or share it with the world, that's your choice.

However, in order to honor this choice, Google Docs needs permission to display your content as you see fit. This is what we mean by a "license to reproduce." We need to ensure that when you click the "Publish document" button, or use the "Invite collaborators" option, we have the license to carry out your wishes. It is this agreement, between Google Docs and you, the user, that section 11.1 of our Terms of Service reflects.

I think this is enough to clarify Google's EULA. It is a very useful tool for small teams and each team has to weigh their options and decide their comfort level in using any tool.

Game Dev and Gaming / Re: Flowchart Tools
« on: Nov 08, 11, 08:40:18 AM »
Google EULA agreement states that anything you use through google.com, Google Inc, Google Chrome etc.  Is the propertry of Google and thus you have no rights.  DO NOT USE GOOGLE FOR  PROPRIETARY INFORMATION!

NightShadow, please show me a link to where that is at in the Google EULA?

Here's the link to the actual Google Apps Terms and conditions agreement.

 You can see in section eight of the agreement that this is not the case.

8. Intellectual Property Rights; Brand Features.

8.1 Intellectual Property Rights. Except as expressly set forth herein, this Agreement does not grant either party any rights, implied or otherwise, to the other's content or any of the other's intellectual property. As between the parties, Customer owns all Intellectual Property Rights in Customer Data, and Google owns all Intellectual Property Rights in the Services.

I think you're confusing the fact of Google owns all of their intellectual property, not that they own your data. If that were the case, you wouldn't see companies like Motorola, Konica, Virgin America, HunterDouglas and a whole slew of universities using Google Apps.

EDIT: To be 100% clear. Here's a link to the FAQ that specifically answers that.


Who owns the data that organizations put into Google Apps?

To put it simply, Google does not own your data. We do not take a position on whether the data belongs to the institution signing up for Apps, or the individual user (that's between the two of you), but we know it doesn't belong to us!

The data which you put into our systems is yours, and we believe it should stay that way. We think that means three key things.

   1. We won't share your data with others except as noted in our Privacy Policy.
   2. We keep your data as long as you require us to keep it.
   3. Finally, you should be able to take your data with you if you choose to use external services in conjunction with Google Apps or stop using our services altogether.

Game Dev and Gaming / Re: Flowchart Tools
« on: Nov 08, 11, 06:46:34 AM »
Google apps has a drawing application in addition to the document, spreadsheet, presentation and forms. All of the Google apps support real-time collaboration. They also have a new product called Google cloud connect, which allows you to do real-time collaboration for Microsoft Excel, Word and Powerpoint.

Google apps standard is free for up to 10 users. You have to upgrade to Google apps business for more than 10 users, which is $5.00 per month for each user.

Art & Art Pipeline / [Resolved] Model scale and Facegen question
« on: Oct 31, 11, 12:20:11 PM »
I've been looking through as much of the wiki as I can while I wait for an environment and have come up with a couple of questions around the art pipeline. I apologize if the answers are in the forums or wiki, I just haven't seen the answers yet.

What's the proper 3ds Max scale that I should be using. For example, if I want a character model that's equivalent to 6' tall, what unit size should the model be in 3ds Max.

I think I understand how the Facegen application works for the character models, but I'm still unsure how that works with dynamic models where you want to swap meshes for different clothing. If the Facegen application can provide the head mesh, do you still have to create your own body? If so, do you export the Facegen head and stitch it on in 3ds Max?

lastly, how does clothing work with Facegen? Let's say without Facegen, you have three different races with three different body sizes. That would mean for each piece of clothing in the game you would need to have nine different copies of that clothing. Will the Facegen application use one and resize it automatically?

EDIT: The wiki also states that the original HJ team felt that based on the complexity of Facegen, they would have been better off just using multiple standard meshes. Is this still the case?



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