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Topics - PN-Dwight

Pages: 1 [2] 3
16
Off Topic / 3ds MAX Script Pack
« on: Dec 26, 12, 02:00:20 PM »
Dear community,

I'm getting pretty proficient in max-script, as well as found a technical artists... What I'm wondering is what kind of scripts are you all looking for, which could be handy for your usage with HeroEngine?

Already got:
  • User Defined properties remover for each object in the scene
  • Script with standard Pivot actions (center to object, ...)
  • BackUp Saver (Makes backups of your files without any human intervention!
  • Xform -> apply xform to all selected objects ...
  • Flip Normals
  • Layersplit

Once we get some more input, we will create the script and offer them to the community to help all artists here!

To download most of the scripts above, please visit http://www.mattiasvancamp.com/scriptpack.html ! Or of course the direct link to his complete script package: http://www.mattiasvancamp.com/files/MaVCArtScriptPack.rar

17
Dear all,

Is there a way to make God's fingers / Light shafts in the engine without using a particle effect (or using planes to resemble them?).

We are currently working on some spotlights for our marine base, and want the player to control the 4 big lights available. It will look better if done in a way like God's fingers.

Lastly, is there a way to let the light be reflected on the surface of the water? [Attached a screenshot for clarification]


(I have a solution, though I would not like to use it if there are other solutions in the engine available: model a plane with the beams and parent it to the lightsource.)


18
Off Topic / My color!
« on: Nov 08, 12, 11:57:44 AM »
I loooove my new screen-color for my username :D

Where can I find an overview of what all colors mean?

19
Animation / [Resolved] Design: How to do "sails"
« on: Oct 25, 12, 11:32:44 AM »
Dear community and developers,

Our game greatly evolves around sailing the vast oceans in search for islands, adventure and treasure. While rethinking our initial designs of the ship, we bumped up against an issue: animating the sails.

How would you animate the sails while sailing and in an idle pose? How could we make the sails "wave" dependantly on the wind? How resource intensive is this?

Thank you in advance, and awaiting your responses! :)

20
As once asked in this topic (by me) https://community.heroengine.com/forums/index.php/topic,2979.msg16480.html#msg16480 we had some issues with the justification enumerations.

We thought that it was only our custom GUI Windows in which this was happening, but apparently, the standard windows that come with HeroEngine itself are also causing this, making it nearly impossible to work normally.

Is anyone else having these justification errors? They are quite annoying, and as we haven't touched a lot yet, we aren't sure where this is actually coming from. (e.g in the Library, as soon as I want to update a models' image, everything vanishes and spams the console with the error messages described in the topic above).

Help!

21
Developer Job Board / [Indie Payment] Music Composer
« on: Jul 05, 12, 11:32:39 AM »
Dear community,

Our team is in possession of a highly talented Music Composer from France with experience in HeroEngine (3D sounds, etc) and FMOD. We have discussed this thoroughly, and he wishes to help other indie-teams here on the forums with their music, against reduced prices only for the HE community through SnowCloud Entertainment.

His personal website: www.sound-pix.com

Some Demo's of his work can be found here: http://www.sound-pix.com/demos/

Feel free to contact me on Skype of through the Personal Messaging system here on the forums, so we can set you up, and offer you more specific information. Remember, this is a paid opportunity, and will not be accepting shares. Trading talent can be discussed.

On behalf of SnowCloud Entertainment,


Dwight Gijzen
Vincent Govindin

22
Is it possible to semi-automate the process of clearing the lastpose = undefined line in the user defined properties by means of a max script?

Having a lot of objects in a single max file, and having to clear all of them is a pain in the butt for my artists... :(

Problem solved:
Please run the attached script in 3DS MAX, and it will remove the LastPose = Undefined lines in the user defined properties of each object in the file.

23
Dear all,

What is the difference between these heightmaps in the attached image? There are strange things happening with the lights on those heightmaps :o

Anyone any clue? We don't see this happening with the other heightmaps (and all are copies of 1 heightmap, hence all the heightmaps have the same properties, except these few)


24
Off Topic / Unlimited Polygons
« on: Jun 09, 12, 02:58:30 PM »

25
General Discussion / [Resolved] I.. Perhaps found a bug?
« on: Apr 05, 12, 02:26:09 AM »
Lectori Salutem,

I think I might have found a bug in HeroEngine. Yesterday, I created a whole lotta GUI, and it seems to be this bug is quite consistent.

What I wanted to achieve is as follows: Create a button with 3 states: normal, hover and clicked upon. I handpainted my 3 buttons, exported them correctly, and could get them to view in HeroEngine without problems.

Now for the bug part:

In the properties panel, there are 3 options that I have to change in order for the button to work on the 3 states:
 - defaultStatePresentation (how it normally looks)
 - hoverStatePresentation (how it looks upon hovering)
 - selectedStatePresentation (for clicking)

Now, as it didn't work with only changing the correct label, I modified them all (though still no luck). But the bug now is:
 ==> If I change the location of the "hoverStatePresentation" on the texture, the "defaultStatePresentation" gets updated with the new numbers, forcing me to first copy and paste all 3 of them in notepad, and then manually pasting them in the right state again. It does that with all the StatePresentations.

Is someone else having this issue?

Awaiting your responses,


Dwight

P.S.: No console messages for any errors.

26
Scripting & Programming / [SOLVED] [GUI] Prototype problem
« on: Mar 19, 12, 01:41:54 PM »
Dear community,

I am having problems editing a GUI file with the GUIEditor through the organizer panel. Once I try to open the GUI element from the organizer panel, the following error occurs:

ALERT!
No prototype with that name exists!

This error is basically forcing me to do all the edits manually in that specific GUI window (inventory) from the code editor (xml editing is a pain in tha butt).

Any help would be greatly appreciated on the matter, as always :)

Thanks in advance,



Dwight


EDIT: I now found out where the problem was, and I actually don't need that specific GUI. It was just a leftover! :(

27
GUI Creation / [Resolved] GUI Problem
« on: Mar 11, 12, 10:39:38 AM »
Hello,

I have created a character pop-up window along the lines of the tutorial created by Jrome90, and I got everything to work just as I wanted it to work. The script for the character pop-up is as follows:

Code: [Select]
method OnControlBuild()
 viewPort as Vector3 = GetViewPortSize()
  me.position.x = 216
  me.position.y = viewPort.y / 4

  me.healthtext()
.

method healthtext()
  health as NodeRef of Class GUILabel = FindGUIControlByName(me, "healthtext")
  char as NodeRef of Class E_CommonCharacter
  health.text = "Health is:"
  //health.text += char.E_hitPoints
  //health.text += "/"
  //health.text += char.E_MaxhitPoints
  health.build = true
.

However, as soon as I uncomment the character specific attributes (health in my case), the text creation stops working and the _label goes back to the standard text I gave it.

Other information:
Parent class : _GUIBaseWindow

As always, help is very much appreciated!

Thanks in advance!

28
Dear reader,


Is it possible to weld (not stitch) a number of heightmaps together to create a single entity out of the selected heightmaps?

Although it's not important, I was wondering if this was possible :)

Thanks in advance!

29
Design & World Building / [Resolved] World Machine
« on: Feb 21, 12, 02:49:46 AM »
Lectori Salutem,

I am considering buying World Machine (http://www.world-machine.com) Professional for my builders, and I am a bit "concerned" about some issues:

1. The exporting works fine according to Cooper (.ter extension -> import -> profit). Is this still the case with the updates and changing environment?
2. What is happening with materials?
3. Is World Machine the "best" world-building solution for HeroEngine?

I literally have 400+ heightmaps on my computer, although when trying to import one into HeroEngine, the Engine starts acting weird when I wanted to do some finishing touches manually on the heightmap: If I use the flatten tool (mind you that I know how to use it PROPERLY), although the tool is on the ground, it raises the terrain up to a ridiculously high level. (Yes, the highest "circle" of the tool is literally ON THE GROUND).

In short: Is World Machine the way to go with HeroEngine, and can it export the materials at the same time, or do I have to re-texture them inside HE?

This was the heightmap:

30
Dear reader/community/Cooper/Herb/Chris,

"My" webdevs are on the edge of killing me. They are currently working on our own forum system from scratch, to perfectly fit with the game that we are creating, though there is a problem:

HeroEngine uses Oracle, that's great, but to the extent of my knowledge, access to this db is only available upon going live/beta/alpha with an actualy play-server. How would my webdevs get access to this database right now in order to work further on the website? This is a matter of life and death.

I read the thread created by NightShadow (http://community.heroengine.com/forums/index.php/topic,1220.0.html) in which he explains that in HSL, you can export the data to xml, and transfer that to be loaded dynamically through php. This is quite cumbersome and for accounts created on the website (only way), this is a great pain on capacity (sending xml back, etc..).

In short: Can we get access to the db? My life depends on it.

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