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Messages - PN-Dwight

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Thanks for the additional info Dwight.gizjen!

I see my last name causes confusion again :D

This is where he doesn't really want to talk about Windows Vista just yet, after Windows 7 was being introduced : http://gizmodo.com/342920/holy-crap-did-bill-gates-just-say-windows-sucks

Although Herb beat me to it, I will just post my post that I was going to reply:

Your Operating System (OS) is at fault here. It's probably one of the worst OS's ever created, and Bill Gates says the same. Remove Windows Vista from your computer and get a decent OS.

Giving "Administrative" permissions is fine, and I don't think that HeroEngine would do something to your computer, would they? Please look up what this permission means, I think you are confusing some things here (your family might be confused, because "Administrative rights" sounds impressive).

Found something for you: http://answers.yahoo.com/question/index?qid=20080117191505AAAd4oT

In a nutshell:

If you download something as a guest account (Which your account is; your parents probably have the admin rights), you need permission from an "Administrator" to run the program (Guests could be downloading anything, right?). There is an easy fix for this (making your account admin):

1. Start
2. Control Panel
3. User Accounts
4. Change an Account
5. Click your Name
6. Change my account type
7. Computer Administrator.

Your account has now been giving administrative rights, meaning that when you download something and want to install it / use it, your account has all the rights to do so.

It has nothing to do with HeroEngine, it's your OS that is being overly cautious with everything you do.

Design & World Building / Re: World Machine
« on: Feb 21, 12, 03:57:37 AM »
I tested the aforementioned with the trial version. I am very pleased about World Machine.

I will just buy the professional version :) it's not expensive anyways. And it saves me the trouble of editing an imported heightmap.

I would really want to know what I did wrong with importing the attached heightmap and using the flatten tool.

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:

As an update:

I am currently learning HSL, although my priorities are in modelling (I do have a C++ background). If there are scripters out there lurking these forums, it is now the time to reply to this thread!

As an addition: We are also searching for a scripter that can work on the environmental settings, which are highly complex. This is a PAID job. Depending on the wage (negotiable), you will or will not receive a file with data about the northern hemisphere's weather (Temperature, daytime, nighttime, sunset/sunrise, rain amount and intensity, cloud intensity, snow, wind-speed, blizzards and snowstorms).

Sent me a PM with your Skype details, and experience with other teams here on the HE forums.

Developer Job Board / Re: SnowCloud Entertainment - Recruitment
« on: Feb 18, 12, 08:45:09 AM »
Add me on Skype, and there will be an interview in a couple of hours for you (or whenever it suits you best). Please have a short CV ready together with examples of your work; microphone is needed, webcam is optional.

Skype: d.gijzen

Developer Job Board / Re: SnowCloud Entertainment - Recruitment
« on: Feb 18, 12, 06:49:38 AM »
Currently recruiting a number of World Builders.

The assets are in place and can be requested from the modelling unit on demand. Your job is to create the heightmaps for each and every island, as well as texturing the terrain appropriately. You will also create the seamless links between the islands (seas mainly), as well as underground caves.

Experience is a must. You are over 20 years old. You can present examples of your work.

There might be a difference in what instance you are: Are you in a Play instance, and they are in the EDIT instance? Or vise versa?

Developer Hero Projects / Re: MMO - Pirates' Nest
« on: Feb 13, 12, 08:42:16 AM »
Updated main post with a nice attachment created by Dean Spencer!

Art & Art Pipeline / Re: normal and spec maps
« on: Feb 13, 12, 03:37:55 AM »
Normals and speculars can both be used in HE.

To darken it:
 - Click on the object and go to its properties in the Properties window
 - There you see 2 options (on top) to change its colours. Experiment with those 2 :)

The other option is to make it  more dark in photoshop.

Developer Job Board / Re: SnowCloud Entertainment - Recruitment
« on: Jan 31, 12, 11:33:32 AM »

Dion is starting next week as a web-designer (Logo's, buttons, ...).

We are actively looking for:
 - > 5 HSL Coders
 - > 1 2D Graphical Web Artist
 - > 1 Web-coder (fluent in: php, mysql, html, javascript, css)
 - > 4 3D Graphics Artists (Static models, no texturing of course)

Game Dev and Gaming / Re: Looking for a good book on Terrain
« on: Jan 31, 12, 11:26:20 AM »
Wow it's funny you metion Ultimate Game Design, Building game worlds.  I bought that at a garage sale years ago for a dollar!  I don't remember if I have read it yet.  I will dust it off and see what gems I can find.

I have watched SOOOO many videos on this already.  I am really looking more into theory and best practices right now.  I have been reading   3D Game Environments: Create Professional 3D Game Worlds  the last few days.  It has a ton of good information on optimization practices and such. 

I am a big reader so I tend to grab a book and dive in head first...   Now if there was only a HeroEngine book...  Ah well the wiki will suffice!

I am writing an extensive tutorial anyways about assets and how to put assets into your game. Just give me a couple of more days :P

Art & Art Pipeline / Re: Flashing Textures
« on: Jan 31, 12, 11:21:47 AM »
07:10:20: !ERROR!System:[\staticassets\buildings\shanty_1.hgm] GrannyAssetSpec unknown Property: MapChannel:1 = uvset1

Did attaching them solve the error messages you were getting?


Game Dev and Gaming / Re: Looking for a good book on Terrain
« on: Jan 31, 12, 04:16:31 AM »
Ugh, watching videos on youtube is the easy way out, and they don't go into detail about considerations that you have to make. It's not simply creating a terrain, placing assets that look nice, etc. But you also have to take into consideration where to place lights, enemies, particles, NPC Movements, Monster movement and AI, ugh so much.

I read "Ultimate Game Design, Building game worlds" by Tom Meigs. He talks about the different and diverse subjects that you need to get you going. He also talks about where to look out for if you are building an MMO world.

Art & Art Pipeline / Re: Flashing Textures
« on: Jan 31, 12, 04:06:51 AM »
Well, since I now know where the models came from (I won't say any names... but my God... Steve, you are terrible), we knew where the problems came from, yes.

The textures were roughly 12MB big, and heavily oversized (1024 upwards for a simple building? COME ON?!). In addition, his meshes weren't attached to each other, resulting into at least, in a specific case, to 20+ drawcalls, each having 12MB of textures.

My final advice to the models that he bought from that place:

-> Optimize the meshes heavily, and remove those polys that are not used/not seen
-> Optimize the textures (12MB PER TEXTURE?!)

-> When modelling a complete city, and if you want to export it as a whole, while it uses only a few textures, my advice is that you do NOT use "Group" in 3DS MAX, but that you use "Attach" ("Attach List" for the lazy people like me and select all, while having the base object selected), which results into significantly less drawcalls.

Modelling is more complex than programming on some parts of it!

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