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Messages - Archwind

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Developer Job Board / Re: The Stark Reality
« on: Jan 18, 17, 05:49:52 PM »
Here is a better piece of advice.

NEVER put up a recruitment. EVER!

Start a thread of showing your project and keep diligently adding progress. If it looks anywhere like it is worth joining those will skill will take the time to ASK you.

General Discussion / Re: Is hero engine right for me?
« on: Dec 10, 16, 03:32:31 PM »
I truth no it requires a little more than one click button make me a MMORPG.

Let it go to sleep and then it will work

Very nice and thank you for CC since I am deaf.

General Discussion / Re: HeroEngine Collaboration Video
« on: Oct 18, 16, 05:09:09 PM »
I don't see an issue here. In fact I am kind of relieved that the developer is making efforts to promote the product.

The engine has been around now for what? like 5 years? In this time frame I haven't seen any released project that would be generating revenue to support the developer so my BIGGEST concern is longevity of the product.

I have been involved in a number of other engine projects that have closed due to lack of revenue. In one case I had over 2 years of code. I could not see moving forward with it since the needed updates would never come so I stopped all development.

Right now I sit on the fence and watch what is going to happen over this subscription period and work on my own methodology to build the project. After Feb I can put more time in since I am retiring.

At that point in time I will make a decision weather or not I want the project MMO or just MP.

Art & Art Pipeline / Re: Tutorials on wiki correct?
« on: Oct 13, 16, 06:34:36 PM »
I figured it out finally.

I no longer have a youtube account so I will try to tell you how to export the morpher mesh. It is rather simple.

Put all morphs in a single mesh with the morpher. in the utilities tab select the hero export. export mode select morph control mesh.

select the mesh. and press export selected.

Art & Art Pipeline / Re: Tutorials on wiki correct?
« on: Oct 11, 16, 06:02:16 PM »
You can make morph targets but to export, you need to clone the model and collapse the modifier stack. I have found that you can't have any modifiers except the Skin modifier on the model you want to export. If it's an actual morph target you are exporting for Facegen, then it doesn't even need the Skin modifier.

Okay. Thanks for the info.

Seems the exporter does not like morphs. It crashes at compressing them. I did not intend to use face gen since it was for in game mod of the mesh.

Dang all my FBX were for UE and now it is a pita to modify them. :/

Art & Art Pipeline / Re: Tutorials on wiki correct?
« on: Oct 11, 16, 04:15:05 PM »
I got it to work but had to collapse the modifier stack which lost all my shape data. The export to HGM did not complain about the material but if I export to FBX it does.

So how am I suppose to do morph targets (which method)?

Art & Art Pipeline / Tutorials on wiki correct?
« on: Oct 10, 16, 09:13:53 PM »
I have a temp version of MAX 2015 and I'm testing out making a simple model by the WIKI.


I don't find the dialog that is displayed there on the WIKI.

Only thing I see is option to export a HGM.

The material hero does not display in editor.

every time I try export the program crashes.

getting frustrated so need some advice please.

Art & Art Pipeline / Re: Facegen morphs don't look right
« on: Oct 10, 16, 07:33:23 PM »
Looks like the morph is being over driven in the engine. Did you forget to set scale of mesh to one?


I would probably feel better if she were home as it has been nine months now. She never coming back! She is going to assisted living. Makes it tough on emotions if you know what I mean and yesterday was just one of those days.


Yeah I know exactly how daunting building a MMO is. If I ever get even started my plan was to build some systems and share them. As for my game, it is just a hobby. The team dispersed a couple years ago when the financial support was pulled. If I get settled down and can concentrate that is.


Over the next couple weeks I hope to get my shit together and start something.

/begin rant

I stopped working on KoW a couple years ago. I was using Bigworlds engine and had some nice stuff going but the engine maker sold out and the indie got the shaft. I discontinued my website and started working with UE4 as hobby. I put up some videos of things I got done and was more or less just tinkering around with the engine.

Back in November of last year my wife had a stroke. It left her needing 24/7 nursing care. I was and still am deeply depressed and trying to get out of it. A couple months ago I though maybe working on KoW again would help me beat the depression so I decided to come back to HE.

I spent a couple nights looking at the engine and haven't touched it since. I just can't bring myself to work on it anymore. I honestly am so confused now. Going back a couple years I was able to get into HEscript and had somewhat understanding of the databases but now I am so confused and distracted by other things I don't think I will accomplish anything so the engine sits.

I think I am just to stressed out anymore.

How does one beat this nightmare?

/end rant

Developer Created Tutorials / Re: Guild System Tutorial
« on: Aug 03, 16, 04:47:43 PM »
Thanks for putting this together and all your hard work. Someday I may get off my lazy *** and do something. LOL

General Discussion / Re: HeroEngine Company Status and Clarity
« on: Jul 21, 16, 04:57:34 PM »
Personally I been through this several times in the past with two other engines so my suggestion is to just work on getting your game done and out the door. If something is broken and in a repair stage go do something else with the project until it gets updated or invest in a different license so you can fix the bugs yourself.

It doesn't affect me much anyway since I am just hobby status but I can understand your points since you plan to make it a released game.

If you sit back and wait it out you may very well never get it completed in a timely manner so keep plugging at it is probably a better choice.

Just so you can understand a few things though. Several other engines out there that I won't mention here. They are great for single player and multiplayer but if you intend to do a massively online multiplayer you are going to face some serious set backs unless you have a GOOD programmer and network engineer to do the ground work for the infrastructure.

They have bugs too and are in constant update so you probably face a similar issue there too so jumping engines is just going to cost you MORE time and effort with your team.

Just my copper from past experience.

Developer Introductions / Re: Hello anyone here?
« on: Jul 14, 16, 05:14:49 PM »
It has been resolved. thank you for fixing me up team!

Carry on.

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