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Messages - Chromehound

Pages: 1 [2] 3 4 ... 10
16
Art & Art Pipeline / Re: Loading Custom Fonts
« on: Sep 04, 13, 11:03:50 AM »
just type in your font name in the properties panel for the label - look for the fontface box and put it in there.  As Scott says above "/myfont.ttf"  include the .ttf unless it's a default windows font.

I put mine in a GUI/fonts folder so in my properties window, it'd be /GUI/fonts/customfont.ttf

17
General Discussion / Re: I have no idea what I am doing.
« on: Jun 26, 13, 09:11:56 AM »
You could start with the beginner script tutorials on the wiki.  Also there's a Dev. created tutorials section on these forums.  Once you get through a bunch of stuff, you'll either want to learn more, or throw your pc across the room :P

Also, if you have the talent in aspects other than coding, you could always look around and join another team.

18
Art & Art Pipeline / Re: Material editor - post export.
« on: Jun 20, 13, 11:40:50 AM »
Try the Override Material function.  Very top in the Properties window when you select the model.

19
Scripting & Programming / Re: Some Guidance PLEASE!
« on: Jun 16, 13, 10:07:21 PM »
No better place to start than here: http://hewiki.heroengine.com/wiki/Main_Page

Rock out a few tutorials before diving into changing systems.  Wouldn't worry too much about having new players spawn in your new area till you get along and figure out some fun stuff.

Few dev tutorials in the forum as well: https://community.heroengine.com/forums/index.php/board,17.0.html

Changing character selection/creation, you'll also want to get real familiar with the GUI Editor.

20
General Discussion / Re: Repository Browser Owners (Security)
« on: Jun 16, 13, 09:58:46 PM »
Owner is who uploaded the file, anyone with access to Repository has access to anything in it.  Files don't actually get fully deleted, just kinda hidden so someone could mess with your files but they can be restored.

For permission info: http://hewiki.heroengine.com/wiki/Permissions

21
I thought it was just a nifty pop up added with latest update, though not in patch notes.

22
General Discussion / Re: My area its bug
« on: Jun 05, 13, 12:42:51 PM »
Are you in Play or Edit instance?  Usually they're Instance 0, and going by that, it says Instance 5.

I also see an error on the tree - have you tried other trees or just that one?  Also make sure you're using latest speedtree available from your download section, and re-compile/export the tree.

23
General Discussion / Re: My area its bug
« on: Jun 05, 13, 09:09:23 AM »
Use a different tree?  8)

What's the error/console say?

24
There's a Show Deleted checkbox when you're opening a script.

25
No files are actually deleted, it's more of a hidden kinda thing.  You'll need to restore a previous version in the history to change/use it again.

As for the merge error, use P4merge

http://www.perforce.com/downloads/free/p4merge

26
Design & World Building / Re: Creating large maps
« on: Jun 04, 13, 09:18:06 AM »
You can import one big area and break up the pieces later if you like.  You'll still have to create the new areas, and then delete the default heightmap, and bring in the broken up pieces.  In the area panel, use the bring selected instances here, or something to that effect - don't have it in front of me atm........obviously make sure you select the heightmap you're bringing in ;)

27
Design & World Building / Re: Mass Tree placement?
« on: May 30, 13, 12:31:36 PM »
While still a bit of work, I just use the duplicate function while in dynamic placement mode.

I click on the random scale/rotate buttons, then click on an already placed tree (or other asset), and instead of left clicking to place, I hit ctrl-D for duplicate........this will place a tree in the spot, as well as keep another tree queued up. 

Move a bit, ctrl-D, move, ctrl-D, move, ctrl-D (don't left click or else you'll need to select the asset again).  Keep a decent distance, and grab a different tree and you can fill in more gaps.  Once you have a nice section going, grab em all and duplicate the whole bunch and slap them nearby.  Don't forget bushes and other forest materials and can do this same process with any asset.


Auto ground snap set to True, though dynamic place will snap it there - just a precaution if you choose.

28
if you're using the same path & filename, restore the file (right click, view history), and then upload the new one to overwrite.

Nothing gets deleted.

29
transparent background, 512x512 (or other usual dds x2 size), and can use dxt1.

Also, there's different types - like 1 big texture that takes up the whole area, or 2 side by side, or 4 quadrant style, so make sure you select the proper one in Hero.

I'll pm you a dds file as well just for kicks.  I wouldn't use it in a game, but it'll give you an idea.

30
Design & World Building / Re: Looking for help with stiching
« on: Apr 05, 13, 09:47:03 PM »
Does it happen when you start with the proper size of heightmap that you're looking to use, or only after you re-size it?

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