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Messages - Ineedcash12

Pages: 1 [2] 3 4 ... 6
16
Game Dev and Gaming / Re: How do you build a team?
« on: Dec 07, 12, 03:31:29 PM »
Thats the fun part, if your seeking outside funding, whether through investors, friends, family, get a lawyer to get you into that direction.

 Contracts are key.

If your advised to create a business, legalzoom is great for it, and a much cheaper option than the lawyer, see if they can match the cost. :)


I'm just explaining my process, what you do from here out, is your own. :)

17
General Discussion / Re: SpeedTree Client for Sapphire
« on: Dec 07, 12, 02:34:15 PM »
Where is the SP6 library? o.O

18
Game Dev and Gaming / Re: How do you build a team?
« on: Dec 07, 12, 01:26:56 PM »
Some sites that help.

www.freelanced.com  - Artist, 2D and 3D

www.cghub.com  - Artist, 2D and 3D.

www.gamedev.net  - Programmers/Artist

Don't be disappointed if you don't get who you want, or think you need.  People that believe in your project will have no problem saying yes.

19
Game Dev and Gaming / Re: Sapphire and beyond
« on: Dec 07, 12, 12:26:41 PM »
I suggest a batch terrain importer :)

Exporting from WM lets terrain end in X00_Y00 .

Just let it import the first X00 and then continue on the X axis, until 00 is done, move over to X01 and do X01 until done and so on.

You could set it up so that the area connected to that imported piece are already connected so you can see them, and stich together. :)

All you'd have to do after is connect hills and other heightmaps manualy that wouldnt be connected to that imported piece.





Also, be able to set it up so that the terrain once imported, switches/merges to the size you want.

20
Art & Art Pipeline / [Resolved] Wagon Wheels - Free Spin
« on: Dec 06, 12, 09:19:30 PM »
We want the player to be able to push the wagon, and make it roll.

How do we set up the pivot of the wheels so it does this once in the engine?

We are wanting it to roll on it's own, based on the physics of it.

https://www.youtube.com/watch?v=KoNypApOvok

At 3:30 it shows the wheels moving on their own, from physics.

21
Game Dev and Gaming / Re: Sapphire and beyond
« on: Dec 03, 12, 10:31:32 PM »
https://community.heroengine.com/forums/index.php/topic,3483.msg19090.html#msg19090

This possbily what you were looking for?  Mention of dx11 is next release. :)

22
Developer Job Board / Re: The Weaver
« on: Dec 02, 12, 12:46:30 PM »
The idea is to bring a world to life, that everything you as a player do affects the environment around you. Should you build a hut, house, walls, or castles? It’s all decided by the players. Where you can mine into the ground, and the terrain is forever changed in that area, or cut a tree form a forest and have it gone until its able to regrow.



Sounds good but allowing players to mine and change the world would require voxel terrain, something that HeroEngine doesn't have.  Or the use of models that replace the ground. 

From the sounds of this, it sounds about the same as Wurm Online.  With just a few more features.

I'd suggest playing it for a few weeks and then relook your design.  Your headed in the right direction though.   :)

23
Game Dev and Gaming / Sapphire and beyond
« on: Nov 28, 12, 02:41:40 PM »
With Sapphire update right around the corner, what is in the plans for (Emerald?) update?


Sapphire brings a load of features from SpeedTree 6 to Raw format for terrain importing and the list goes on and on. 

So, what do you have on your wishlist for the next major update?


Suggested Features:

1. DX 11
2. Lightshafts built in for Cone Lights
3. Indoor Shadows - 2013
4. Batch terrain importer for Tilled terrain.

24
Design & World Building / Re: Light Appearing Through Assets.
« on: Nov 27, 12, 11:25:11 PM »
Getting the hang of the room creation and adding assets to them can be a bit overwhelming at times, mostly because its a hard concept to learn, but getting the hang of it now.

A issue I have found would be this.

2 story shop with stairs leading up to second floor with a torch at the top, and bottom of these stairs.

1st floor (ground Level), has torch at bottom of stairs in room (shop0).

2nd Floor (upstairs), has torch at top of stairs in room (shop1)

The staircase can't be in either room, so you get light from the ground level torch looking correctly on the stairs, or the upstairs torch looking correctly with the other having its light end at the top or bottom of the stairs.

The light has to be set to stay in room or will leak through assets, appearing oddly like above pictures.

Is there a work around, or anything?...


Also, about the light not casting shadows, it would be nice if given the feature to let it cast shadows, and let us be able to turn on or off if too intensive, or let the user decide.

25
Design & World Building / Re: Light Appearing Through Assets.
« on: Nov 27, 12, 12:13:27 AM »
I ran into another problem, atleast I think I did, its 1:15 am, so I'll post when I get up.

26
Design & World Building / Re: Light Appearing Through Assets.
« on: Nov 26, 12, 08:16:42 PM »
Ok, let me do some searches :)

If anyone else finds it, please post.

Thanks

27
Hello Agian,

We have light appearing through objects.


The lights, which are on the first floor of our prototype shop, show through the ceiling assets, causing light to appear on 2nd floor.

DONT FORGET LIGHT PROPERTIES SCREEN SHOT IS BELOW IMAGES, HAD TO BE LINK TO BE BIG ENOUGH TO SEE DETAILS.









Poperties ScreenShot


http://imgur.com/x9vYA

28
Will do.

:)



29
I'm glad I'm not the only one. :)

Maybe saphire fixes this.

30
When I create an asset, and later move it, or delete it, the collision box stays where the orignal asset was placed.  If I exit the engine and log back in, all is fine.  Is there a way to update the engine manualy to let it know the new placement of the asset, or will I just have to log back in and out when it does this?

It does it about every 10-15 objects from what I have seen.



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