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Messages - HE-SARRENE

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31
Developer Created Tutorials / Re: The Existing Tutorials
« on: Oct 03, 18, 03:10:16 PM »
Awesome! Great work! .. Now you are giving me more work for the new Wiki :P but I love it!

32
Developer Introductions / Re: Statup Questions
« on: Oct 02, 18, 09:49:18 PM »
Good evening,
I did read over what you had and the work stations you were looking at. So let me start with the easiest first. Of course, others may differ in some thoughts based on their experience as well.

Computers/Workstations:
Here is the bare minimum for development computers I would go with:

Game Development: https://www.newegg.com/Product/Product.aspx?Item=9SIA6V66DU0600
Writers and non graphic designers: https://www.dell.com/en-us/work/shop/cty/pdp/spd/optiplex-3050-desktop/s005o3050mtus?oc=s005o3050mtus&model_id=optiplex-3050-desktop

The Dell would be good for basic computing, word processing and watching videos. However, I could not recomend it to be used with any development or engine. It might work with HE right now, but in a year, it will really be chugging along.

The primary focus you want for any graphic developers or in engine developers would be a
Bare minimum:
- nvidia 970
- 8 gb of ram (ddr4 preferably)
- 2.8 quad core or better


Preferred requirements:
- 1080 nvidia
- 16 gb ddr4
- 3.2 six core (or better)


Art:
Daz3d is good, but it really requires a lot of work to bring it down poly and vert wise for a multiplayer and especially an MMO. I think you could do a lot better cost wise by hiring an experienced character artist and/or animator.

Even if you purchased premade characters from another site and hired an artist/animator to get them into your project would be a lot cheaper and you would have the one that did the work on hand.

If you did pay for Daz3d license then the character packs themselves, you would still have to have someone that can get them into the project for you, which would be an added cost.

I am sure you could find someone around the community here or in other game development groups that would do the work for the same cost or lower AND you would have that added support to make sure all is working, any adjustments needed, etc.

Client build:
The concern about lower end specs required for your clients to be able to run the project would be dependent on you and your design scope. If lower end systems are what you are aiming for, then you want to focus on lower poly/vert count, less flashy hsls shaders and lower load and draws.

Low end and public PC's:
Since your focus is for lower end and public pc's, I would therefore focus on the following to start with:
- Low poly characters
- Lower bone count (keeping it around 50-60 is good for lower/older systems)
- Low number of material and texture counts (utilize the material bank system)
- Focus on using atlas maps that can be used across multiple assets at one time
- Lower asset draws (Export assets already attached so you can place them easily and keep draws down)
- Lower poly AND vert count (helps load and draw assets much faster the lower the vert count is)

Note that you can get some really good high end looking graphics in engine with the focus of high performance and lower poly/vert counts. It really depends on your artist and the style you are going for.

Expected costs:
The basic expected costs outside of your world for development can vary depending on what each of your team members already have and what they do as part of their job. For some of these there are exceptions to the costs, but it is always good to budget on what the highest cost could be, then work from there so you can end up with some extra working capital.

Website (for public and for development tasking and documentation):
- Web server: $ 120.00 per year for Shared hosting (Starting out, I would not go with a vps or dedicated)
- Misc. Website components: $ 0 - 300.00 a year

Development tools (Often cheaper getting group discounts)
- Adobe Photoshop: $ 407 per year (team cost up to 5 seats)
- Autodesk ADN: $ 1,400 - 2,400 (for up to five seats for all software)
- Documentation software: $ 50 - 400 per year (Team costs)

In the end your costs could be as little as a few hundred a year to around $5,000 a year. Again a lot depends on what your team has, what they need and what you apply for.

Business:
Regarding business registration itself, this really varies from person to person and team to team. This is something I would not mind discussing with you on an one on one basis and see where your needs and wants are and perhaps help you with some documentation for your local area.

33
General Discussion / Re: Can't login. NEW THREAD
« on: Sep 23, 18, 06:27:45 PM »
All worlds on US East 021 should be up and running again!

:)

34
Design & World Building / Re: Having issues with WM Heightmaps!
« on: Sep 20, 18, 08:51:12 PM »
Evening CryGen,
    I had to laugh when i saw your post. I cannot tell you how many times I have done similar, then later on it is a Palm to Forhead moment when I remember how simple it was. It comes more often with age as well ;)

    So, lets see what you have right now. What is the actual issue you have right now. Then let us see what we can do to help out!

:)

35
That is some great work! I really love the owl! Query, do you work on UI elements as well?

36
Design & World Building / Re: Having issues with WM Heightmaps!
« on: Sep 20, 18, 10:26:56 AM »
Good morning CryGen,
I am glad you were able to figure it out. A few things I would like to point out to possibly help for the future (and for others that might want to import as well).

HeroEngine, unlike other engines, use each area (chunk, level, zone) with its area offset (absolute 0 position) instead of full game area. This means you can build a world as small or large as you like. So do be careful with your offset for your heightmaps.

Often times it is easier to break them up into the size you want for each area, import then link up. This way you will not have any issues with offset issues (such as arrival points, pathing, triggers, etc). It also allows for a much smoother transition between areas.

For imports being flat, (this is often a question i had seen in the past), finding the scale for import can be tricky and really depends on the resolution and the programme you used to build the heightmap file. So finding that perfect scale is different for everyone. I generally suggest testing on a small map or a piece of it to find the scale and note that for all future imports.

If you have any additional questions please feel free to ask. We can help with a combination of our experience as developers and team members as well as links an any relevant references.


On a side note, please do post up what you figured out so it can help other developers that might have the same questions or difficulties. It can also help us figure out future updates and what we might want to adjust or add in to make things easier as well in the engine.

:)

37
Thanks Krun! I will take a look at this later on and see what we can figure out or plan out. I do know that the nav mesh system will be getting an overhaul later on, so this is great information.

Having caves that tend to circle around and go above or below is an excellent reproduction of this. Let us know what you find out about this when you do more testing and all results!

Thanks! :D

38
Those are some really nice graphics! I love the contrast and the clean look! Do you do other styles as well? Feel free to show off your work! Love seeing the work others do.

:)

39
News & Announcements / Scheduled Server Maintence 2018-08-15
« on: Aug 04, 18, 11:34:20 AM »
One or more of our US server instances is scheduled for maintenance on 2018-08-15 for 2 hours starting at 2018-08-15 16:00:00 UTC.

During this time, some regions will be unavailable momentarily and then rebooted:

During the scheduled maintenance window, your server(s)/Instance(s) will undergo a reboot.

Thanks,
HE Staff
:)

40
Design & World Building / Re: Framerate drop!
« on: Aug 02, 18, 09:44:45 AM »
Good morning encode_decode,
    I would like to first look at the size of the areas you have. a 2k by 2k is quite large. It might be doable but I would suspect that due to the large scale of the area, once it starts filling up with assets, that will be a lot for players and developers to load.

Area and terrain scale/size:
    General advise should be taken with a grain of salt, but the most important thing is the scope of your project. For area size I would keep it down to between 256x256 and (at very max) 1000x1000. I think most find between 412x412 and 756x756 seems to work well depending on the scope and design of their project. In other words, as of right now due to limitations with several factors I would suggest not using such a large scale set of areas.

    If you remember and still have the image i showed you, I would suggest doing the scale testing we talked about in chat. Try out different sizes, link them and test out the performance as well as viewable distance. Toss in a bunch of art that can simulate (can be default example/placeholder art) and note the performance on each. Factors that play a part in what size areas you want to have over all are (in general):
- Total number of draws:
----Number of texture draws (texture counts)
---- Number of assets draws (adds to the total draw count)
- Number of areas connected (recommend no more than 9 seamless2.0)
- Total number of verts (or polys)

   One thing to note and to remember when we were talking about areas and terrain size is that when you connect using seamless 2.0 you will generally be linking all of those connecting areas together. Whether you go with a brick (7 areas) or a grid (9 areas) the effect will be the same. The player must load all surrounding areas that are connected, and it will cache those around the surrounding active area.

    There is no right or wrong way of setting up your seamless 2.0 areas, the key factor is to remember the total draws and what will be loading no mater how you lay it out. The three most common are a) grid, b) staggered and c) brick.



Area transition (zoning) hitching:
For the hitching at area transition, this is normal and a lot depends on how much of an affect that will have on players.
► Do note that the blade has it a bit more exaggerated than on the client due to the number of tools you are running that are not on the default client and none on the client build. However, it is good to keep your blade as a good guide to gauge possible issues that players might face.

Things that increase area transition hitching:
- Network connection (Not bandwidth, but the actual connection and number of hops a player has to and from the server)
- Available bandwidth (on both sides)
- Number of assets (includes both art and scripts) needing to load
- Number of visual assets to render (What loads on the screen at transition)
- Number of PC's and NPC's (this is in its own category)
- What is currently being loaded to the player from cache (or unloading from the cache)

Once you have it down to where it is at your bare minimum, there are plenty of things that can help mitigate the loads and draws already built into HE that you can use.
- Awareness systems http://hewiki.heroengine.com/index.php?title=Special%3ASearch&search=awareness&go=Go
- Rooms http://hewiki.heroengine.com/wiki/Rooms
- Regions http://hewiki.heroengine.com/wiki/Region

There are several other methods as well, but these are the top three that help once you have a reasonable overhead that fits your bare minimum performance in an area and during area transition.

I hope this helped a bit, if you have more questions please feel free to ask anywhere. I hope this helps out a bit.

:)

41
If you have to remove the physics and set it to use the collision capsules instead. If you are using meshes you brought in from ForesterPro, I am not sure what or how that would work with SpeedTree or any issues it might pose.

You are more than welcome to post up some screeshots of the tree and the different settings and meshes being used. Then we can see what we can do to help. Also, remember to check out the documentation that is included in SpeedTree itself.

:)

42
Good evening,
Could you explain a bit more about what the flickering is, screenshot or video/gif can help also. Then we can see where we can help out.

My first guess is that it is z-fighting at a distance because the water plane and the terrain is too close together or sharing the same space (depending on the distance you have the camera at). So, lets see what we can do to help out.

:)

43
News & Announcements / Scheduled Server Maintence 2018-07-26
« on: Jul 24, 18, 12:19:15 PM »
One or more of our server instances is scheduled for maintenance on 2018-07-26 for 2 hours starting at 2018-07-26 18:00:00 UTC. During this time, some regions will be unavailable momentarily and then rebooted:

During the scheduled maintenance window, your server(s)/Instance(s) will undergo a reboot.

Thanks,
HE Staff.

44
General Discussion / Re: Installation
« on: Jul 09, 18, 02:01:12 PM »
Good afternoon,
    You should have received a PDF named "InstallingHeroEngine.pdf". This covers most problems and installation.

   The most common problem I see is forgetting to install the launcher first. This is the Inchist.exe. It replaces the need to set up visual studios, and several other programmes and allows you to run and install the HeroBlade.

Please try:
 1) install/run the Launcher/Inchinst.exe first, then
 2) install your HEROBLADEHC020

    If this does not work for you, please let us know, we will do our best to get you up and running.

- Sarrene'

45
General Discussion / Have a Safe Memorial Day
« on: May 28, 18, 12:23:02 PM »
“The legacy of heroes is the memory of a great name and the inheritance of a great example.”- John F. Kennedy

I want to wish everyone a safe and happy Memorial Day, a day of family and reflection. To those who served and those we lost, no matter where you live, we remember and honour you.

I hope everyone has a great and safe day.

:)

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