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Messages - PN-Dwight

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46
I can actually confirm that this happened to me once.

It happened while setting up seamless areas between area's with different heightmap resolutions. The skybox spawned somewhere, and I was unable to select or even delete it. Neither did it show up in the Asset list as an asset.


47
Developer Introductions / Re: Reset world?
« on: Nov 06, 13, 02:33:46 AM »
Wrong forum -> Open your repository, go into properties, and select "show deleted items". Revert any items that you deleted back to normal, and voila.

Same thing with scripts, as HeroBlade is a version controlled system. The staff members usually don't reset the worlds, if not for quite a fee :)

48
Having the HJ shaders to play around with would be nice; considering now how IF wishes to show more of our games, the visual parts become more important. Having the HJ shaders as a starting point [as I like its style], would be beneficial to the teams :)

49
Art & Art Pipeline / Re: Setting Texture Sizes
« on: Nov 06, 13, 02:27:33 AM »
We tested with changing the texture-dimensions of a scene by 50%, all textures going from 1024->512->256, and there was hardly any difference.

The best performance gain is not the textures, but using rooms as was intended by HeroEngine from the beginning. Just make a selection of big assets that you wish to have either as occluder or as LOD, and you will be fine.

Quote
Draw calls, dynamic lighting, shadows, Player Character parts design will be much more important than texture size / resolution.
--> A single static asset with 2 textures, that allows for shadow casting and has 2 lights hitting it is more draw-calls than you want; and that is where you will see your performance gains.

50
General Discussion / Re: Share?
« on: Oct 27, 13, 04:39:09 PM »
Go into your preferences in the repository, and put a checkbox near "show deleted items". Restore deleted items -> profit!

51
In response to that, you would not want to have big creatures without having the source license in HeroEngine.

We have tried importing [succesfully] a dragon (nidhogg) which extended 50 meters to each directions. The static character was able to render, but as soon as the SRB is too far off the screen, the character stops rendering, even though some of his parts may still be on the screen; you can imagine the consequences.

You can divide your character into parts though (dynamic character), which according to some testing of aww_boss should work fine for extremely big characters.

52
Though AWW_boss is working on an automated system. The texture as shown by boss was made tileable by me; it's size is 512x512. From the perspective in which the user is flying, you can hardly see it anyways :P

The HE Heightmap system is actually pretty wicked and hardly effects performance. My advice to AWW_boss was also to use 2 smaller textures and hand-paint it, but that goes against the semi-automated system he is working on.

53
This is an awesome tool that Jrom90 made, and for us, this tool has been proven to be vital. It generates randomness, and only requires a "handful of manual labor" after you created your forests!

This should have been in the basic toolset HE provides already :) *hint*

54
Design & World Building / Re: player built cities
« on: Sep 30, 13, 08:05:34 AM »
I've looked into this a bit, and doesn't the ability for players to place permanent things in the open world need the source license?

No. You can have players send a command to the server as well for placing an asset, and replicate that to each other client and make it permanent.

2 projects at the moment have that feature already.

55
Art & Art Pipeline / Re: rescaling characters
« on: Sep 28, 13, 12:50:51 PM »
I think there are some maxscripts around the web that have that functionality, I suppose. I remember reading something about it.

There is no easy way of doing so, however. Scripts can also just automate processes.

56
Art & Art Pipeline / Re: Custom Shaders and DirectX 11
« on: Sep 19, 13, 03:05:23 PM »
There are differences, and your shaders need serious updating from dx9 to dx11. Although the language stays the same-ish, the states are different.

My advice is to not wait for Dx 11 updates to HE, but just start from Dx 9.

57
Design & World Building / Re: Copy High-res Heightmap to Low-res
« on: Sep 10, 13, 04:22:40 PM »
Set the resolution of the heightmap node to HALF or QUARTER in its properties.

You can then also start cutting and deleting vertices on the heightmap that you don't need... But heightmaps are quite optimized already :)

58
Design & World Building / Re: some landmass math
« on: Sep 02, 13, 01:24:23 PM »
The unit settings are a bit different for each type of node... Probably that is not in meters at all.

Just to not cause myself a headache, I calculated that 24 water units are 31 heightmap units. I was unable to figure out what these units meant.

59
Developer Introductions / Re: Hello from the Scarlet Thread
« on: Aug 25, 13, 09:48:00 AM »
Another one from the other community ;)

Welcome Scarlet!!

60
Off Topic / Who makes HeroEngine happen?
« on: Aug 18, 13, 04:20:42 AM »
We know all about the people from IF lurking on these forums... Cooper, Herb, Bennett.. But there are also other people posting in the threads above...

Can we make a round of introductions for the team offering us their engine? :D

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