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Messages - Taschenmogul

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@Gothrek: Iīm a bit confused, what do you mean with "6 levels" and with "volume type"?
I guess with the levels youīre refering to LOD?
In this case I have to say that I donīt believe LOD is supported for texture brushes, though I might be wrong.
Or perhaps Iīve misunderstood you completely?

However, I guess your concrete problem is the name of your textures cause this is a common problem:
Diffuse terrain textures need to have a "_d" at the end while normal map textures need a "_n" at the end (and really only textures you use as a terrain brush, other textures for e.g. 3D modells donīt need that).
Like in "MyDiffuseTexture1_d.dds" and "MyNormalMap1_n.dds".

That is, Iīm not exactly sure anymore if you need the underscore before the "d" or "n", or if it matters if this d and n are lowercase or uppercase letters.
I would stay with that naming convention anyhow though.

So, try it out, it probably is the problem you were looking for.

General Discussion / Re: Trouble logging into HJ Reference
« on: Jun 18, 11, 04:48:30 PM »
Well, just want to add that Iīve also had enormous issues trying to connect to HJ Reference.
My internet-connection is 20 MBit/sec so that couldnīt possibly have been the problem.
I had downloaded the content through the repository browser as suggested, where download rates went as far down as 9 KB/sec...
Astonishingly this only seemed to happen when downloading dozens of files in a row, where speed dropped over time to reach the mentioned 9 KB/s in the end.
Even after having downloaded the (HJ-) repository logging on took forever, but in the end I somehow got it working (magic, I guess ;-).

Design & World Building / Re: Maximum extent of an area?
« on: Jun 15, 11, 01:40:23 AM »
@Jonathan: Well thanks for your input! This is pretty much what we have come up with, only that we are not yet sure how to do that within HE.

Especially what you said about scripting is what bothers me - I already wrote that it would most probably be possible to achieve seamless transitions between areas of empty space via scripting, but that would take away ease of use, especially it would take away intuitive insight.

A special case would be giant objects like e.g. moons that you would want to feel like they really were huge.
Now I know that most (if not all) spacesims accordingly donīt depict moons and planets as being even just remotely as big as they would have to be; but even if we visually shrank the respective celestial body to about one thousandth of itīs normal size we would often have to deal with dozens of areas for one such body.

GUI Creation / Re: How to use GUIGraph?
« on: Jun 10, 11, 10:38:48 PM »
Thanks for the info!
Didnīt think about consulting the DOM editor...
Iīll look into the references you mentioned.
Perhaps I will update the wiki accordingly; when Iīve really understood how to use GUIGraph.
Iīll of course come back if I should not get it done. ;-)


GUI Creation / [Resolved] How to use GUIGraph?
« on: Jun 09, 11, 07:37:50 PM »
So I looked at the GUI controls and came to this little function.
Description says it would draw a graph, and it seems to be intuitive enough - at least at first glance.

I quickly realized that description for this was lacking some most basic details.
Like for example, it is said to use "SetGUIGraphData" for setting... well the GUIGraph data.
Fair enough, but it lists "style as Enum GraphStyle" as an argument for this function, explained as "An enumerated value of type GraphStyle".

Here is what is written in the wiki (http://wiki.heroengine.com/wiki/SetGUIGraphData):
Code: [Select]
SetGUIGraphData(graph as NodeRef of Class GUIGraph, useRange as Boolean, minRange as Float, maxRange as Float, \\
   data as List of Vector3, style as Enum GraphStyle)

Now I canīt find anything about this type "GraphStyle", it doesnīt seem to exist.
At least not in the wiki, not in the forum, and the HeroScript Editor also doesnīt give any tips.
Have I overlooked something or are we really supposed to guess what values this "GraphStyle" allows?
Well, at least thatīs what I did, and entering the word "line" for this resulted in the script being compiled, so "line" seems to be a valid GraphStyle.

Other question - am I right that minRange and maxRange mean the minimum and maximum value that any coordinate of any vector in the needed Vector3-list has?
So that when you would draw a linear curve from X0,Y0 to X60,Y60 you would enter "minRange = 0" and "maxRange = 60"?

Also, does the "useRange" argument work at all?
Setting it to "false" at least doesnīt free you from the necessity to declare min and max Range.

So much for the gripe.
Now that I believeto have the arguments right, I still donīt really know how to implement a GUIGraph.
Iīve now done it like that (other code like "G1Graph.name" omitted for this example):

Code: [Select]
G1Graph as NodeRef of Class GUIGraph = createNodeFromPrototype("_window")
SetGUIGraphData(G1Graph, true, 0, 60, VecList, line)

Where "VecList" is defined as:
Code: [Select]
VecList as List of Vector3
So first question here - what prototype should I use? Is "_window" correct?
And - how do I apply this in general?
Iīll post my code below; I tried out the GUI Tutorial and linked it to a trigger.
All worked fine, a window would appear with text in it.
As soon as I add the GUIGraph though, the text disappears and the window stays empty, in addition though a red square is generated that doesnīt match the GUI windows position at all, even though they both should be positioned equally.
Moving this red square (the size doesnīt change whatever I put for G1Graph.size.x or .y) also moves the window, so they both seem to be connected.
What I tried to do in this example was to generate random numbers from 0 to 60 (coupled to the system.time.seconds) that are then plotted to a graph with x ranging from 0 to 60, based on a loop that fills the list of Vector3.
The code below only shows one "state" of what I have tried; the GUIGraph doesnīt seem to work at all the way I tried to implement it.

So, please give me some advice on how to use the GUIGraph!
Oh, and by the way, how do I render a simple text within the clientarea?
I would guess that you also needed to make a GUI for that, however I donīt want any window shown, just the text. Would I have to use layers, setting the windows layer to invisible, only showing the text on a different layer?
Cause when setting the basic GUIControl window to invisible, the text consequently disappears too.

So, here is my code:

Code: [Select]
function MogTrigg1_TriggerEnter( triggeredBy as NodeRef)

VecList as List of Vector3

loop i from 0 to 30
       Sec as Integer = SYSTEM.TIME.NOW.second   
        F as Float = GenRand()
        F2 as Integer = round(F * Sec)
       Tpvec as Vector3
       Tpvec.x = (i * 2)
       Tpvec.y = F2
       Tpvec.z = 0
       add back Tpvec to VecList
  G1 as NodeRef of Class GUIControl = createNodeFromPrototype("_window")
  G1.build = true
  G1.name = "G1"
  G1.size.x = 300
  G1.size.y = 60
  G1.opacity = 0.5
    Screen as Vector3 = getViewPortSize()
    G1.position.x = (Screen.x - G1.size.x) / 2
    G1.position.y = (Screen.y - G1.size.y) / 2
    GTitel as NodeRef of Class GUILabel = findGUIControlByName(G1, "titlebar.title")
    GTitel.text = "GUI-Titel"
    GTitel.justification = CENTER
    G1Graph as NodeRef of Class GUIGraph = createNodeFromPrototype("_window")
    G1Graph.name = "Graph"
    SetGUIGraphData(G1Graph, true, 0, 60, VecList, line)
    G1Graph.size.x = 300
    G1Graph.size.y = 60
    G1Graph.position.x = (Screen.x - G1.size.x) / 2
    G1Graph.position.y = (Screen.y - G1.size.y) / 2
    G1Label as NodeRef of Class GUILabel = createNodeFromPrototype("_label")
    G1Label.name = "GUI-Label"
    G1Label.text = "{f:#1,1,0,1}Trigger triggered{/}"
    G1Label.autoSetHeight = true
    G1Label.opacity = 1
    clientArea as NodeRef of Class GUIControl = G1.getClientarea()
    add back G1Label to clientArea.children
    G1Label.dockMode = BOTTOM
    G1Label.build = true   
    add back G1Graph to clientArea.children
    G1Graph.dockMode = BOTTOM
    G1Graph.build = true

Thanks in advance!

Forget the question about making simple text without a box; found out how that works, donīt know why it didnīt before...

Design & World Building / Re: Maximum extent of an area?
« on: Jun 09, 11, 05:21:13 PM »
Thanks for the suggestion, though Iīve already tried something similar.
Will try it again then, perhaps I get it working; problem had been that geometry vanished when scaling up the object (in my case a simple plane asset) or when using a big object in the beginning.
But it will probably suffice when all I need is some orientation for linking the area.

Design & World Building / Re: Maximum extent of an area?
« on: Jun 09, 11, 07:13:48 AM »
@HE-Cooper & -Jay:

Thank you both, thatīs some info to consider!

And sure, as said weīre still just assessing possibilities, we donīt know yet how we will solve these issues in the end.
And I do believe you that it would be hard to implement spaceflight without some form of illusion or workaround.

So, as Iīve understood you both, movement without a groundplane is no problem; but after some hours of reading and trying, I still got no real clue how to link together areas without geometry.
When linking such areas, the area linked to is not visible (as it has no geometry in it) and doesnīt even show a boundingbox (or Iīve made some stupid simple mistake).
I guess in this case you would have to input the wanted coordinates/position/orientation numerically, but I have not yet found a way to do that with Seamless 2.0 links; only found something about that (if Iīve understood the text correctly, that is) in the Reference Frame Adjustment article, but that only seems to be applicable to Seamless 1.0 links.

So how do I change the position and the extent of an area that is linked via Seamless 2.0?

Design & World Building / Re: Maximum extent of an area?
« on: Jun 07, 11, 05:50:34 PM »
@ScottZarnke: Thanks, Iīll look into the Reference Frame Adjustment a bit more, though I havenīt seen anything directly related to my topic yet.


Thatīs why I PSed my last post here.
Itīs no problem in general to alter the Y-position of an area when linking it, apart from it disappearing at some point, that is.
The question is, more generally put, how to manage area transitions in open space when you havenīt got a groundplane as a reference.
As I understand it, according to my testing, you donīt have an absolute confinement of space for areas (e.g. I have not yet seen a possibility to state "Area01 is a box of 400^3 meters"), instead those areas are generally defined by their geometry, that is in most cases a groundplane/heightmap.
For to enter a linked area I have to move into this space that is confined by e.g. itīs heightmap; and when flying in cameramode it is possible to fly around this area, not entering it.

So if flying like in cameramode would be enabled for players, there should be a way to limit the playerīs movement as to make it impossible to fly around the entrypoint to the next area.
It would also be nice to be able to confine an area directly by a numeric input (like the 400^3 meters) and to be able to state that once you have reached the areas limit at e.g. Y-position 400, you enter the next area.
Though Iīm pretty sure this can be achieved via scripts (by e.g. saying "If characterposition on Y-axis in Area01 >= 400 Then move character to Area02") or perhaps via a trigger ("If Trigger01 is triggered, teleport to Area02"), it would be nice to have this done without excessive coding; and especially without losing the inbuilt management tools for arealinks.

PS: And, sure, enabling area-navigation in all three dimensions would increase the number of connected areas to the power of three, not the power of two.
We will definitely have to think about that when we know what will be possible in general.
You would not necessarily have to use this option all the time though - you could e.g. have 90% areas that are connected only in two dimensions (or even just in one) plus 10% areas that offer three-dimensional linking.
As of now we are still assessing possibilities though, so itīs (obviously) not yet decided how we will do it in the end.

Design & World Building / Re: Maximum extent of an area?
« on: Jun 06, 11, 02:25:28 PM »
@info360covers: Thanks for the link, but if I havenīt overlooked something, the wikipage doesnīt offer any real answer to my question.

The wiki article practically just reminds people of keeping the amount of content in mind when defining areas.
And thatīs somehow trivial - if you put one billion polygons worth of geometry in your area plus a gigabyte of textures, your game will likely be not very playable, with your PC probably going to hang and crash.

Now with open space this is a little different as geometry-density will be very low there.
You could travel thousand kilometers without encountering a single asteroid, let alone another spaceship.
So this "most people use areas of 500mē to 1000mē" is not very applicable in this case.

@joshhalls: Hm, Iīve tried it out but when I make a link and take the linked terrain and move it upwards, at some point it just vanishes and canīt be seen anymore.
I guess area content is cut off when exceeding a certain Y position.

About the interaction across seamless borders, I would also think that there is a solution to that.
I could imagine the server running a master coordinates table that tracks characters across areas; this way you should at least be able to show other players (or AI creatures) on radar, even if they are within another area.
As to directly seeing them Iīm confused; normally those seamless links are there because you should not see (and thus load) all contents of the other area, else splitting the gameworld up into areas wouldnīt make much sense.
So I hope there is a reasonable workaround that, say, lets a character see other characters in a certain radius.

PS: Perhaps I can put it a bit more precise.
When adding an area to another area via a seamless link, both areas are shown within the confines of the coordinate space - you can see them simultaneously in your viewport.
Now the question is - how big is this coordinate space?
At which point will your maximum coordinate value be reached and you will bump off the "border" of space, and can these confines be changed?
Can I e.g. change an area to only be 1km x 1km x 1km big, thus limiting itīs extents so that it wouldnīt be possible to add, say, a heightmap bigger than 1x1 km?

Art & Art Pipeline / Re: Strange shading of polygons
« on: Jun 05, 11, 04:06:03 PM »

Thank you!!!
Smoothing groups it was!
Now Iīm feeling a little dumb, but Iīll at least explain what exactly happened, so that others may not make the same simple mistake:

Blender doesnīt support smoothing groups as such and I, as said having mostly worked with SDS and Nurbs, was not that well accustomed to them.
When importing via OBJ, importing smoothing groups could be selected, but as there were no such groups I didnīt select it.
This resulted in the object being treated as being uniformly smoothed though, even it was not apparent to me (whyever; I SHOULD have seen this).
Now, explicitly importing smoothing groups even though there are none fixes this; this way the object is treated as uniformly sharpened.

So when working with more complex models you have to come up with a different approach then what you would normally do in Blender to set edges sharp.
Donīt use "mark sharp" creases to set edges as sharp, but instead split the mesh into different independent parts, according to what you want to be smoothed and what should stay sharp. Of course you could also create smoothing groups in Max/Maya after importing the model, but that would probably mess up workflow.

So, Iīll do a little more testing, but as it seems this problem could now be solved.
Thanks to all for your support!

I too donīt want to sound rude or arrogant or something, but I definitely see that there is a big difference between presenting a concept car and presenting what you have presented.
A concept car is designed for a specific purpose, may it be to show off how cool the cars can be that you are able to produce, may it be to give some contribution to a topic like, say, energyefficiency or something.
Thing is that there is a lot of work put in this one concept car, that there is a lot of energy put into itīs design.
Itīs not simply about "look what we are technically able to do" but rather "look what ingenious ideas and vision we have".

Now what you show here is rather the potential of the engine, not the potential of your idea or vision.
Thing is that, especially with HeroEngineīs upcoming business model of giving practically anybody the same set of tools, the technical potential of the engine is shared by many game projects.
So the technical potential of HE is not what will set you apart from other projects and thus there should be other things that you can present that make your project special.

So what Iīm saying is not "Donīt show them what the engine is capable of!"; I like the idea of explicitly showing those features that you are planning to use heavily in your game.
Rather Iīm suggesting to concentrate more on these "other materials" that "can serve to show the art direction, features, story, etc." (like you said), because that will most likely be what will set your project apart from other projects.


Design & World Building / [Resolved] Maximum extent of an area?
« on: Jun 04, 11, 07:25:01 PM »
Hi there!

Iīve been looking for some answers to these questions but have found nothing regarding them:

1. How big can an area be? Iīm not talking about the heightmap, Iīm talking about the "logical" extent of an area. I would guess that itīs something like "till you reach the max value in either direction"; is it like that? And if it is, what is this max value, how are coordinates stored? Floatingpoint, it seems to be, but how many bits?

2. Is it necessary for movement to have a groundplane/heightmap somewhere under your feet?
Iīve noticed that even when flying/falling you stop at the edge of the heightmap, in midair.
On the other hand while out of character using the fly mode you can move freely, so I guess it can be scripted so that you donīt need a heightmap for your character to fly around.
Is this correct?

3. Is it possible to seamlessly link areas in 3 dimensions? So that an area is seamlessly linked to other areas on all 6 sides?

The reason Iīm asking this is because we wanna add spaceflight, and even though I have seen and read that at least some of the needed/wanted functionality is there or can be scrippted, abovewritten questions are a little more specific than "can we navigate in three dimensions?".

So, if someone can shed a little light on this, please do!


No answers as of now, but Iīll add another question nonetheless:

4. Is there any way for characters to interact across the boundaries of seamlessly (2.0) connected areas?
Weīve noticed that characters canīt see each other even when standing in front of each other, if one of them is in another area.
Targeting is also interupted when one character moves into another area.
So, say one character chases another and the former flees across the border to a seamlessly connected area, then the latter both looses target and loses sight of the fleeing character.
In the same way, say one character stands not far away from the border, he couldnīt see a character coming from the other area and could practically be ambushed without a chance to see whatīs coming.

Is there a way to resolve this issue or a reasonable workaround?

PPS: *BUMP* Nobody? Anybody, any tip? Come on people! ;-)

Design & World Building / Re: Seamless world
« on: May 28, 11, 03:50:17 PM »
@joshhalls: Would get you a lot of karma if you released that script to the community. ;-)

Design & World Building / Re: Importing Terrains
« on: May 28, 11, 03:48:58 PM »
Iīve also seen the import scale having no effect.
It is possible though to scale the terrain afterwards by hand.
For scaling the height of the terrain (to turn flattened planes to mountains or whatever the map should normally show) you have to use the "scale" tool, for changing the horizontal dimensions you have to use the... other scale-type tool... whatīs it called? The one next to the "dynamic placement" tool.
This way you may also have to adjust the piecesīvertical position because it may change when scaling the height.

Of course that is no real solution to your problem but itīs at least something.

Art & Art Pipeline / Re: Strange shading of polygons
« on: May 26, 11, 11:39:24 AM »

Iīm pretty sure, normals are not the problem.
Iīve really tried a lot, and not all models showed that shading problem.
Simple planes (like you mentioned) most of the time donīt exhibit this kind of shading, more complex models also donīt.
It seems to especially affect assets that are meant to be used as tiles, showing "open edges".
Iīve specifically looked for "bad" normals, but they seem to be pretty perfect; meaning that the normals of the edges on the edge of the model point in the same direction as the normals of inner edges.
Edges or vertices are ok too.
The model you see on the image really is just a part of a normal cube.
Thereīs not much geometry at all and so itīs pretty easy to make sure the model is ok (thatīs why I chose it) - and it is.

Apart from that, solely modelling in Max or Maya is no option for us as we donīt have enough licenses for every 3D artist and thus have to rely on Wings/Blender, etc..

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