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Messages - feredfn

Pages: 1 2 [3] 4 5 ... 11
Scripting & Programming / Re: New Timer Field
« on: Mar 30, 14, 12:39:14 AM »
Good question!

I'm using 2 monitors , seems i have none issue with panels and layouts position.

Animation / NPC and Dynamic Character animation
« on: Mar 29, 14, 08:47:42 AM »
Hi ,

What is best way to have 2 models which shares animations , one a ( for example ) human dynamic character and a human NPC without any parts and slots but with exact same animations with the dynamic character.

will the skeleton works just fine?

Ty for the reply, yep its helping,..

While I'm reading the dynamic texture bank in wiki... i wanted to ask another question.. which is kind of related to the first one.

as i said im still getting confuse about how should i divide my model polygons to have a belt and a pants slots. .

let me explain it with a picture

the selected polygons would be used for Belt slot,... but its also must be use for Pants slot only if player doesn't equip a belt item in his belt slot... means if player equips a brown pants ,... and doesn't equip a belt,.. those polygons must use the pants material which is brown,...  but as soon as player equips a belt item in belt slot,.. those polygon faces must use the belt texture,...

to sum up ,
I want to know is this idea possible ?
What is best approach for this?
Do i need seperate textures or shared textures?
Do i need soblsot for this ?

Art & Art Pipeline / Re: Using the New 2014.1 Pipeline
« on: Mar 29, 14, 01:25:36 AM »
Thank you Dear Bennett

Art & Art Pipeline / Re: Using the New 2014.1 Pipeline
« on: Mar 28, 14, 03:45:03 AM »
Is the latest pipeline link exists?
Seems not in my download page yet.

I've just uninstalled my Maya 2012 and installed a 2014 Version, ... :) can anyone please say the new pipeline is released and ready to download? 

Hello again

I need some helps with my character creation process..
I want to know is this possible to use two layers or even three layers of material on an slot?

For example ,Let's say my character has 2 slots : Belt and Pants,.. imagine player equips a pants item ,while the belt slot is empty ,belt slot must use the pants material to show empty belt holders which is somewhere on the pants texture file ( and of course each pants has it seperatly ) , and when player equips a belt
it must then use that belt's material...

And if its possible to use materials for this purpose then i would not use extra polygons for the belt slot to covering the top of the pants...

I hope i could explain what it's in my mind,...

hehe :) seems everyone is too busy with their game development progress :)
But i wanted to let you know I'm just following your progress

maybe you should replace the default character with the blond boy sooner , that character doesn't fit to your world design at all  :)

Art & Art Pipeline / Re: Dynamic Character Help requested
« on: Mar 06, 14, 10:46:48 AM »
while i did what WWZ told me , but i still can't confirm that extra exporting solved this , cause i aslo think it had a chance that i had some wrong path setting .

Art & Art Pipeline / Re: Dynamic Character Help requested
« on: Mar 06, 14, 08:56:59 AM »
well seems it's working...
Ty for your assist :)

Art & Art Pipeline / Re: Dynamic Character Help requested
« on: Mar 06, 14, 08:53:05 AM »
ok , i re-typed all paths , re uploaded and restarted the HeroBlade..

Now at least im able to see the skeleton , but none of the parts are shown, but at least i have an error now , seems i made a mistake when exporting the head mesh , it had eye mesh inside of it and writes this error :
Code: [Select]
!ERROR!System:MeshPart:Invalid mesh file [character\dynamic_2\human\young_female\parts\head.hgm], must have exactly 1 mesh defined for [DynamicModel[\Character\dynamic_2\human\young_female\young_female.dyc]].

going to fix this and see what will be happen :)

Art & Art Pipeline / Re: Dynamic Character Help requested
« on: Mar 06, 14, 08:37:33 AM »
well ty ,
about your first tip :  seems i have bigger issue :P

and about ur second : what i read or i can say i understood from wiki is to  leave the skeleton visible and the part mesh , then select character part from export type and click export visible 

Art & Art Pipeline / Re: Dynamic Character Help requested
« on: Mar 06, 14, 08:18:08 AM »
nah there isn't any error neither in console ,error , chat or script errors windows

You mean i should export the skeleton with meshes?

Art & Art Pipeline / Dynamic Character Help requested
« on: Mar 06, 14, 07:57:05 AM »
Hello there,..

can anyone please help me to find my mistake ? the result is the model doesn't render...

1 - i made a human model in Maya
2 - i added required HeroShaders
3 - i made an skeleton
4 - i skinned my model to the skeleton
5 - then i begin extracting body parts,.. made a head,chest,hands,belt,legs and feet.
6 - i added SRB bone.
7 - i exported using char tool while had only chest and the skeleton visible,... 
8 - i then exported all other parts via export tool while only skeleton and the part was visible and selected character part as export type  . post processing was checked
9 - i made a Idle animation and exported it via export tool as animation VDA
10 - i fixed data in .dat file and par file.
11 - logged to the Engine
12 - added this npc via Hot GUI > Tools > Character Specification Registeration
13 - i created an npc from it,...
14 - nothing created.. .
15 - no error as well. in console..

any idea which steps i missed or i made mistake?

Thank you

Developer Introductions / Re: New to Hero
« on: Feb 26, 14, 12:40:14 AM »
Welcome  ;)

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