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Messages - PN-Dwight

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121
Design & World Building / Re: Mass Tree placement?
« on: May 28, 13, 08:11:03 AM »
This is a custom tool we built. HeroEngine is natively not able to place trees massively and randomly (talking about 100's and 100's per click)

122
Design & World Building / Re: Mass Tree placement?
« on: May 28, 13, 05:27:43 AM »
We have a current Asset Placement Tool in place, and it is very much so doable to create it.

We basically select the tree's we want to place, how many of them, what their minimum scale should be, their maximum scale, as well as their rotation over the 3 axis, and in what area (depicted as a lightblue circle) they should be placed randomly. Placing either goes by using the heightmap-normal or just the random rotation.

Lastly, we have the ability to create "presets" for all developers to use by using the spec system.

All in all, it's a great time-saver :)

123
Design & World Building / Re: Connecting Heightmaps
« on: May 28, 13, 04:36:59 AM »
But what if you don't need that area specifically to render just yet? World design should be kept flexible in my opinion, if this would auto-connect, I would have to remove some connections.

There is also the button to back connect all interlinking area's, have you used that?

124
Animation / Re: Animated asset
« on: May 27, 13, 03:32:04 PM »
Physics will have to be updated on the server, so no 3d studio max animation there...

Same thing with opening doors, making elevators, etc...

125
Off Topic / Re: Viewing Profiles on the board
« on: May 19, 13, 11:02:53 AM »
Bumping this up once again so it will not be forgotten.

Some user-groups can see the profiles, whereas others (my group probably) can't see the profiles.

126
Hi!

I think that out of the box character creation area used to show the character model instead of the hero engine splash screen picture. Has this been changed recently or is it just me?

This surprised me.

 I never had a character creation screen without the splash screen. My world was setup a few months ago.

The old times my friend, the old times :P

I think it has been around a year before they updated the character creation screen. It used to show an empty heightmap with the to-be-created-character in the middle, no splash screens (as far as I remember).

127
Did you create a camera in your character creation screen in the Default room (and also in its room location)? Automatic room selection only happens when the camera is active (AutoSelectRooms() ) and in the awareness-area of the room.

128
This error can safely be ignored in your situation. You can stop the error from happening in a couple of ways. Adding a placeholder detail map but disabling the detail map in the speedtree's LOD settings before compiling will resolve the error. Adding a proper detail map to the item will also stop the error, but this is the most intensive solution.

The error that is being reported is more of a warning than a true error. It is left as an error because in some situations it can identify issues with a speedtree. What the error means is that you do not have a detail map in the speedtree but the speedtree has detail coordinates so its unsure what to do. These can be generated by the spreedtree compiler even when there is no detail map. The rest of the message is HeroEngine specific for debugging such issues. We will investigate if there is a way to account for these situations in the future.

Thank you Scott for your reply.

As I remember, I tried this and the results were inconsistent. I will double-check again tomorrow and report my findings with your provided information.

I tried to surpress this in the shader, but it wouldn't let me undefine the usage of detail maps for all trees (since none of our trees have detail maps, why would we check for it, right?)

129
The fix did not seem to work consistently.

Henceforth, we are still in need of someone who knows what is actually causing this. (Even if I disable the usage of it completely in the shader).

130
Design & World Building / Re: Path follower with child
« on: May 15, 13, 02:56:43 PM »
Dynamic means moving, kinematic means effects like falling (beware, this is only client side, you need to replicate it to each client if all clients have to see this effect, but it is quite heavy)

131
Design & World Building / Re: Path follower with child
« on: May 15, 13, 05:38:32 AM »
I tried turning off physics But it didn't change the frame rate very much and I need to be able to stand on the objects. I wanted to be able to give custom paths without having to animate each object individually in maya.

Custom pathways with animations will not work anyways, since the physics needs to be updated on the server. So you would be required to move the object through code.

With the path follower:
What we did in our selection screen was to set the physics to cube; NO_PHYSICS didn't really help, but the cube of the physics did the trick.

Make sure you also set the object's physics properties to dynamic.

132
We fixed the issue as follows:

SpeedTree 6.2.2 is set to enable all texture-slots when adding a texture. If you don't want the tex-coords problem to occur, disable all slots that are not being used (unchecking the "Enable" checkbox). Resetting the texture-coordinates of the Detail also adds, but unsure if this has any effects.

133
So we figured out the LOD's..

Any assistance still with the texture coordinates of the detail map are highly appreciated. (All detail map slots are empty).

134
General Discussion / Re: cannot move character
« on: May 14, 13, 06:16:08 AM »
You're welcome :)

135
General Discussion / Re: cannot move character
« on: May 14, 13, 02:42:14 AM »
Check in the root of your HE folder for the keybindings (game) .ini file.

Apparently, there is no element called [Movement] (someone removed it?)

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