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Messages - PN-Dwight

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Art & Art Pipeline / Re: Animated Particles
« on: Jun 06, 13, 06:57:26 PM »
For what reason do you need a particle that can change the textures? Can't imagine anything like this^^
As far as I know, swapable textures is only supported on dynamic characters. At least I haven't read of anything else. May Cooper correct me if I'm wrong.

What you could do is let the particle die after a certain amount of time and then spawn a new one with a different texture...  If think we could help you better if you explain what you try to achieve.  ;)

Swappable textures is introduced with the new HeroEngine release a few months ago... you can change the textures dynamically for assets etcetera now. Check the video Cooper posted when it first came out.

Lani, could you give an example of an effect that you would like to achieve? Maybe there is a different solution for your specific case. You could use a timeline for a diffuse-color, if that would help.

Scripting & Programming / Re: Smart Objects
« on: Jun 06, 13, 06:53:49 PM »
A last remark however with the "animating through script" is that you need to place the pivot of the object in the right way, else you might not get the results you would want (e.g with doors they need to be placed in the bottom corner)

General Discussion / Re: My area its bug
« on: Jun 06, 13, 01:17:43 PM »
The tree caused this, maybe due to not exporting it correctly (data corruption). Or you tried and render more than 15.6 million polygons in a single mesh, but I doubt it.

Try and export the tree again by following Cooper's tutorial, and see what happens again.

Scripting & Programming / Re: Smart Objects
« on: Jun 06, 13, 10:14:18 AM »
Well, if you want doors and such, you would not want to use animations from your modelling program, but translate or rotate the objects through script to update the physics on the server side for all players.

General Discussion / Re: My area its bug
« on: Jun 06, 13, 04:14:37 AM »
To summarize, and a solution:

Code: [Select]
16:18:56: !ERROR!System:Rigid meshes not supported!  Asset: ears.gr2, Mesh: ears
16:18:56: !ERROR!System:Rigid meshes not supported!  Asset: hairbase_mop.gr2, Mesh: hairbase_mop

This is because you are still using the default characters and not your own dynamic character. The .gr2 extention is no longer supported for dynamic characters, but are still there on the default ones. Bennett can fix this, but probably won't, since you would want your own dynamic character in place before release (this is a must actually).

Code: [Select]
16:18:56: SYSTEM:System:Room Default wants to load EnviroScheme Area but area Clean Test has none (a default scheme will be created)

You are travelling to the clean test area. Log in to a different area by travelling there. Don't delete the clean test area if you don't know what you are doing. You can easily setup a different area for a "safe-harbor" if anything goes wrong through code.

Code: [Select]
16:21:33: SYSTEM:System:ActivateAreaSpec 9223372056919021606 assigning ID 9223372056919021606 instance 5

Shows me you are travelling to a play instance; if you remove the tree in a play instance, the edit will not b e persistant. You would want to remove it in the edit instance [Instance 0]

Code: [Select]
16:21:33: !ERROR!System:SpeedTree \speedtrees\broadleaf_rt\broadleaf_rt.srt state 0 has detail_texcoords but no detail map; ignoring coords

This can be ignored. This is an output by the engine, but gives no penalty to performance. They are working on "fixing" this, by probably just surpressing the error.

Code: [Select]
16:21:37: !ERROR!System:Connection to Server Lost: Connection to Repository Lost

Well, damn :P

Code: [Select]
16:21:37: !ERROR!System:GUIGhostInterface::Build(RFIF): GOM ERROR: GOM::addNodeFromPrototype (10554): error: with InternalException message 'Unable to create an instance from the prototype(1000000298), as it is not a valid prototype id.' node=1000000297

Did you remove any user interfaces, or did you edit anything that you have not told us? Though as this is after the connection lost, the blade wants to load something from the repo, but since it cannot connect, it cannot build. So probably nothing wrong there, and I can conclude you did nothing with the user interface as of yet.

Code: [Select]
16:21:37: !ERROR!System:GUIGhostInterface::Build: Failed to create GUI control. name=GUIPanel

See aforementioned.


Try and delete the tree from the repository browser. The engine will hopefully give just an error message like "Error loading file (File not found)". Hopefully, the blade will not crash... and you can remove all instances in the edit instance with the Assets menu.

For the rest of the errors, they are related to this, so try this first and report back :)

Don't worry about the rigid mesh :)

Once again, there are a few things that need to be clear on this one:

These models are not HE-ready yet, as their animations are linked in 1 file, nor do they come in standard HE format, so you would have to export them all yourself, and seperate each animation by yourself.

Before a purchase, I would like to know how these models are rigged (what system, how many bones, ...) as HeroEngine is quite a bit more advanced than most engines out there.

Good to see you back again posting on the HE forums mate!

But not on loading time! :D

50 heightmap textures?! Mamma mia...

But if you want to easily import an area into a new area (completely, not just textures, also including models and environmental settings), you would want to use the Import option. This can be slow if you use a lot of resources.

To do this:

Go into the area you want to edit. [Area_A]
Right-click the area which you would like to import [Area_B]
Press Import
Press OK
Wait.... Wait a bit longer...

Now travel to another area (doesn't matter). [Area_C]


Travel back to the edit instance of the area you were editing. [Area_A]

Voila, now you should have an exact duplicate of the area in your new area. [Area_B replicated in Area_A]

[Of course, you could also just make an Area_D which only has a heightmap, and add the 50-ish textures; it will thus only import the textures + single heightmap; making it a "fresh" area, but with the added textures :D ]

Design & World Building / Re: Waterfalls?
« on: Jun 01, 13, 06:36:40 PM »
Particles and Rivers.

Animation / Re: animation export issue
« on: May 30, 13, 05:38:45 AM »
have not had much response for this so i thought i would make a video - http://youtu.be/CzQNR0YM_3Q - as you can see the model jumps to his feet again at the end of the file

these are not frames i have created in max , and i am currently at a loss on how to remove them or stop the export process from adding them

any one else had animations that automatically loop when they are not supposed to? are we supposed to solve this issue through using the aas ?

edit playing around with the supplied gr2 animations for the sample char i notice the sample death also has the loop issue , does this mean all animations export like this?

also Dwight - the settings you refer too , is that in the aas ?

you can stop the looping in the AAS file by adding "looping false" to it in the die action. Also, is the character turning around like that on purpose while on the floor? Did you animate the SRB perhaps?

Code: [Select]
action Die
  force(1) AnimAllBody
    anim "combat_death"
    hold 1
    blend 0.1
    align false
    looping false
    change AlreadyTurning to False
    change CurrentMotion to Idle
    change Attacking to None

This I found somewhere :)

Design & World Building / Re: Mass Tree placement?
« on: May 30, 13, 05:26:05 AM »
I think a simple ability to plop down speedtrees in quick session would be a bit nice.

You already have the random scale and rotate, albeit limited in ability (some additional configurations would be nice sorta like the configu for snap to grid.

Anyways, but being able to select a speed tree then click on the ground as you move around and have it plop them down, quickly would be nice, kinda like how painting dynamic meshes works, but with speed trees / library assets.

The random assets placement tool does this nicely. Build your "template" spec and then start laying trees down in a quick point and drop fashion. I can build a whole forest area (note not carpet bombing it, but placing trees where I need them to build a forest appearance, very quickly. Cause I just run around the area tapping enter when I want a tree, and it's done move on.

Trying to remember if Hero lets you "repeat" place library assets without double clicking from the library or spawning a new instance.

Exactly how the Asset Placement Tool is being used; I prefer it greatly over the library functionality, as it is faster, gives me more options automatically, and allows me to make groups of trees or objects that belong together. Did I mention that if you right-click, a new random scene is being created?

You can make certain commands iin the library to also have this made possible, and maaaaaybe with certain objects [Once they are duplicated, randomize scale and rotation again]. Not sure though, I love this tool so I cannot be bothered anymore :D

Animation / Re: animation export issue
« on: May 29, 13, 03:13:17 PM »
You probably pasted the AAS file from one of the existing characters. After a death animation, the player stands up again.

Edit the sequence file for the death animation to set motion, turning and .... aargh, forgot the name, as false.

Design & World Building / Re: Mass Tree placement?
« on: May 29, 13, 03:40:08 AM »
Make distributions of trees as auto snap groups in the library.
You can either randomize their scale and rotation before adding them, or you can use the asset panel or editor selection to later select them and randomize.
you can use the dynamic placement tool to spam placement, or use the standard tool and be able to rotate them as a group in world space as well, or you can rotate them all in model space.

Personally, forests are a bad idea to just plunk down and randomize, as you are either sacrificing gameplay or performance, if you aren't making specific decisions, but that's just my experience.

I am agreeing with Cooper and Jrome90 here as well. Placing large number of random trees might sound as a very good solution, but there are factors to consider.

When using this tool, I spent also time on re-ordering and cleaning the area up when used. In the end, it DOES save us time, and is a wonderful addition that made my life a lot easier. But use with caution, it's easy to place 800 trees at the same time, but it doesn't mean you should.

Depending on the heightmap and visibility, I am manually even adjusting the LODs of all trees. Hence why the name of this tool is "Asset Placement Tool" and not "Massive Placement Tool".

Design & World Building / Re: Mass Tree placement?
« on: May 28, 13, 10:02:19 AM »

Design & World Building / Re: Mass Tree placement?
« on: May 28, 13, 09:03:31 AM »

Out of curiosity, did you guys end up leveraging the library commands that can be attached to library assets for that placement?

Check out this forum topic for some insight:

No, we do nothing with the library. This tool uses the spec system.

There are no commands attached to the library; I will post a video about the APT. Will upload within the hour for you to check it out :)

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