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Messages - PN-Dwight

Pages: 1 2 [3] 4 5 ... 31
Design & World Building / Re: SpeedTree
« on: Dec 21, 13, 01:05:47 PM »
That version if not applicable for HeroEngine... If you want the HeroEngine version, just go to the Downloads page on your Dashboard.

I am unsure of what you want exactly. What would you like to have/do ?

Design & World Building / Re: SpeedTree
« on: Dec 21, 13, 09:57:29 AM »
Because you can create those prototypes yourself, or if you have a decent amount of cash (we did..) then you can also buy the entire speedtree store :)

SpeedTree was designed so you can make things yourself, you are not limited to the templates provided.

Scripting & Programming / Re: Blade is crashing upon entrance
« on: Dec 20, 13, 03:19:13 PM »
We used to be able to run the blade in debug mode by double clicking the HeroEngine logo, not sure if that still works though.

Also make sure you add an account to your main administrators in the scripts, so that even if all systems are failing, those accounts are still able to login.

Design & World Building / Re: Character Modelling
« on: Dec 16, 13, 11:01:53 AM »
How big is the focus on your character? The engine renders tris, so look at that.

How are you environments? Are there areas with high PVP? How do your other characters look like? How many bones does your rig have? How are you planning on using facegen?

There is no "right" answer for how many "polygons" a character "should" be.

Design & World Building / Re: rain and wind at higher altitudes
« on: Dec 15, 13, 03:55:59 PM »
In Cooper's other tutorial, he shows how to override the weather system, and actually hook up the rain to the camera. The default weather is relative to the heightmaps, and not the camera. And so, if you character is flying too high, he is flying on top of the rain.

You will just be adding an FX trigger to your environmental settings to make it work for your needs.

Design & World Building / Re: [Resolved] Trees
« on: Dec 01, 13, 11:33:18 AM »
That is a ton of poly count for a speed tree, use speed tree's tools to pull those polys way down.

Should be able to cut those down by half with good speedtree use. Use the bell curves to get same visual with less poly counts.

Losing about 70 FPS just for the speed trees is a bit excessive. Doesn't leave much room for all the other things that need to go in there.

I densed out an island with all assets already in place, and still have 70-80 FPS, although I never stated it explicitly.

The trees are quit big and have a high volume to work nicely with shades and other scary things, hence why they have more poly's (on the leaves, mostly). The trunks are about 2-5k.

Design & World Building / Re: [Resolved] Trees
« on: Nov 25, 13, 04:56:07 PM »
I lately densed out an island with quite an amount of speedtree's (100+) ranging from about 8k poly's to about 10k with LOD's set up correctly [3 LOD stages each].

Average specifications:
  • Trunk has 1 diffuse and 1 normal
  • Leaves use 1 diffuse and 1 normal
  • Branches use the Trunk texture
  • 3 LOD Stages, going down to about 20% of its initial count, then billboard
  • All Tree's of the same kind use the same Atlas texture*
  • Texture Sizes do not extend 512x512, including Atlasses and Billboards

* This means that all oak species use a single Atlas, as they are exported at the same time, having the exporter do its optimizations:
- Oaks_NoLeaves
- Oaks_Scary
- Oaks_Leaves

On the complete scene, I tested an average of about 75-80 fps.

Happy testing!

Developer Created Tutorials / Re: Basic Exit game window
« on: Nov 25, 13, 12:58:31 PM »
Reading through the class methods, Tazagar still left a few errors in there...

For example:

Code: [Select]
win as NodeRef of Class TMP_exitWarning = FindGUIControlByName(None, "game.TMP_exitWarning")

should be:

Code: [Select]
win as NodeRef of Class TMP_exitWindow = FindGUIControlByName(None, "game.TMP_exitWarning")

You cannot reference TMP_exitWarning as it is not a class. Fixing that fixes your issues, I believe :)

Mine still isn't working.  I've redone the Wiki Steps 3 times.

Do you get a certain error message?

Art & Art Pipeline / Re: Shaders: Failed to insert named effect
« on: Nov 22, 13, 10:21:57 AM »
It's something we can take a look at.  As long as the custom shaders still work, it isn't a major concern at the moment and should be addressed during updates to the engine already in progress ;)

Bennett, I adore you! Good to see you covering some topics on the forums as well! Thanks for your reply and I will be nervously waiting for the next thing :)

P.S.: How far are you guys with rewriting the engine? ;)

Art & Art Pipeline / Re: Shaders: Failed to insert named effect
« on: Nov 21, 13, 03:03:54 PM »
Hence why I need the technical artist from Idea Fabrik (HEY BENNETT!!!) to check this out and see what might cause this :P

Art & Art Pipeline / Re: Shaders: Failed to insert named effect
« on: Nov 21, 13, 02:27:43 PM »
Have you tested this out yet to see if the error stops the custom shader working correctly or not?

..., but they appear to be working. The shader does its simple job, but has this error message.

Art & Art Pipeline / Re: HLSL custom shader compilation problems
« on: Nov 20, 13, 05:46:18 AM »
Did you try using

Code: [Select]
shared float4x4 WorldViewProjectionMatrix;

It got rid of my redefinition error untill I changed the diffuse intensity around.

Do also mind curly braces and normal braces, you made some errors there with them.

Art & Art Pipeline / Shaders: Failed to insert named effect
« on: Nov 20, 13, 05:29:51 AM »
Alrighty, writing a simple testing shader resulted into this:

Code: [Select]
!ERROR!System:Failed to insert named effect [perm_light_dir_ambient_bump_32] into Names2Effects collection: name already exists.  (Does this effect have a unique name?)

Apparently, HE does not like custom shaders at all, but they appear to be working. Is this just an error message that I can safely ignore without breaking other things (especially when I want to change ambients)?

Thanks! :)


Attached is the shader:

Code: [Select]
shared float4x4 WorldViewProjectionMatrix;

struct VS_OUTPUT {
  float4 Pos   : POSITION;
  float4 Color : COLOR0;

struct VS_INPUT {
  float4 Pos : POSITION;

  Out.Pos = mul(In.Pos, WorldViewProjectionMatrix);
  Out.Color = float4(1, 1, 1, 0.1);
  return Out;

float4 psmain(VS_OUTPUT In) : COLOR {
  return In.Color;

technique TestingPurposes < string SHADER_LEVEL = "2.0"; >
  pass pass0 {
    VertexShader = compile vs_2_0 vsmain();
    PixelShader = compile ps_2_0 psmain();

Art & Art Pipeline / Re: HLSL custom shader compilation problems
« on: Nov 18, 13, 04:49:56 PM »
Code: [Select]
#if defined(USE_WORLDMATRIX)
// give this a try

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