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Messages - DrainStudios

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2
How you fixed the hidden extension? I think i have the same problem.


3
Developer Hero Projects / Re: Galaxy of DOOM(TM)
« on: Oct 31, 11, 02:45:40 PM »
The right character in the 4. post seems to be male to me

4
Off Topic / Re: Happy Halloween!!!
« on: Oct 31, 11, 12:25:16 PM »
Happy Halloween!

I will turn the doorbell off and relax while trollfacing the little kids crying outside my door  ;)

5
We need a programmer but we are just a small team and we are still looking for more people.

We will create a MMO, which will take place in the old egypt. It will be one persistent world without instances. The MMO will base upon social interaction (trade, policy, housing, jobs). There are no levels, just skills.
You will get more information if you are interested.  :)



 

6
Design & World Building / Re: Textures look lined
« on: Oct 29, 11, 09:16:41 AM »
Yeah, thanks for help.

I posted the before after comparison to show that the tutorial of Sarrene Grant is awesome  :)

7
Design & World Building / Re: Textures look lined
« on: Oct 29, 11, 08:45:33 AM »

Left (after) vs. Right (before)


Very nice.




8
Design & World Building / Re: Textures look lined
« on: Oct 27, 11, 02:21:23 PM »
Very nice answer, thank you so much! :)

9
Design & World Building / Re: Textures look lined
« on: Oct 26, 11, 09:44:53 AM »
Welcome to texturing in video games.  ;D Texture repetition is really just an outcome of the texture you make. But you can see with the stone texture in the first screen, that it's actually a very well done texture and is managing to hide most of the repetition itself. There is no "technical" fix in existence for this, as it would be like a technical fix for "how do I make my buildings look better".

Common practice is to break up visual repetition with either a second complimentary texture of a different pattern, interspersed with the first texture, or to use the same texture in different patches but scale the UV to different sizes. Almost all world building terrain textures are built in "sets" for this purpose, as its difficult to cover a large area with a single texture. You should also keep in mind what the common camera angle will be for your players and build your textures to suit that angle. But with some practice and experience you'll see that elbow grease and polish, using the first two suggestions will solve all of your problems.

Oh yes, i should have had this ideas too, but my technical artist isn't here at the moment, so i just asked here. I thought it could be possible that it is just a thing of configuration in the Hero Cloud Terrain Menu like scale etc.

Thank you anyway!

10
Hello,

I wonder if there is a way to make the textures stop look like a big lined field if you scale it very high?
Actually even World of Warcraft has this problem, so is there even a way to "fix" this?

Here is an example (World of Warcraft) :


Here is an example (Hero) :


The problem is highly visible with our textures. (512x512 Photoshop .dds)

Thank you!


11
Scripting & Programming / Re: CLI commands not working properly
« on: Oct 16, 11, 05:59:43 AM »
Same problem with "AREADEL <area name>"

12
General Discussion / Re: Bug or Tip.. you tell me
« on: Oct 15, 11, 05:42:25 PM »
Yeah this happened to us today! ;D

13
General Discussion / Re: Repository setup issues
« on: Oct 15, 11, 05:40:50 PM »
You need to subst R: everytime after you rebooted your computer. You can make a batch file for doing it faster.

Open up a text editor and enter your command which should be something like "subst R: PATH" and then go to "Save As..." then choose "All files" and name it "test.bat". Now you just need to run it as admin each time you started your computer.

After you did subst R: you need to restart the Repository Browser if it was already running!

I hope i helped you! :)

14
General Discussion / Re: Setup is confusing
« on: Oct 04, 11, 02:31:26 PM »
"Exporting art from 3D Studio Max or Maya (requires Art Server Setup) "

Why is an Art Server required? I can just export the Maya file with the Export Pipeline and load it up to the Repository Browser, can't I ?

Yes you could do that. However you need the art server so HE knows how to load up your textures. Setting up an art server is very very easy and takes very little effort. Check video below for how to setup one.

http://www.youtube.com/watch?v=3v1YfXXip3I


Thank you so much, a simple youtube video is so much better than a confusing Wiki article. I hope you will make more tutorials. :) I created a new folder to put my textures in it so i know which are mine and which are default, but in the texture browser i can only select textures which are in   HE/world/livecontent/Terrainmaps/Generic

How can i select the textures in the folder HE/DrainStudios/textures ?

15
General Discussion / Re: Setup is confusing
« on: Oct 01, 11, 11:14:59 AM »
"Exporting art from 3D Studio Max or Maya (requires Art Server Setup) "

Why is an Art Server required? I can just export the Maya file with the Export Pipeline and load it up to the Repository Browser, can't I ?

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