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Messages - Chromehound

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31
Start with something else.  No sense in worrying about what happens when a player logs in if there's nothing to log in to.  Get a few other concepts going and couple months down the road, who knows - maybe the answer will present itself and you bust right through it.

32
Art & Art Pipeline / Re: Diffuse and normal Alpha modes
« on: Mar 29, 13, 09:14:39 AM »
As per link above, I'm not sure if it's implemented yet, or at least it'll soon have more options.  I've honestly never tried the glow yet, just a few speculars.

On my list of things to test though, just was waiting for the update that opens up a few options.

33
Art & Art Pipeline / Re: Diffuse and normal Alpha modes
« on: Mar 28, 13, 10:04:58 PM »
You can, but dxt1 will be smaller file size.

34
Art & Art Pipeline / Re: Diffuse and normal Alpha modes
« on: Mar 28, 13, 09:25:25 PM »
Ok i got the specular to work in the alpha of the normal. It shows up ingame as a nice shiney metal overcoat. Still very unsure how to get the glow to work with the diffuse though.

https://community.heroengine.com/forums/index.php/topic,4402.msg24486.html#msg24486

35
Art & Art Pipeline / Re: Diffuse and normal Alpha modes
« on: Mar 28, 13, 03:37:00 PM »
Using Gimp or Photoshop or another?

Usually as easy as copy/pasting in the right spot - a quick search on specular in alpha channel and the program name you're using will probably net you some nice tutorials.

Could also use layer mask as described here: http://www.gimptalk.com/index.php?showtopic=12140

36
Developer Hero Projects / Re: Slaves of Rome (WIP)
« on: Mar 27, 13, 04:03:21 PM »
I told you man, LIONS!!!!!  lol

lookin good yo

37
Art & Art Pipeline / Re: Autodesk 3DS MAX: Tools
« on: Mar 25, 13, 05:58:02 PM »
Thanks Dwight, I'll give it a go next time I'm working on an asset.

38
Design & World Building / Re: Floating paper/trash effect
« on: Mar 22, 13, 10:03:51 PM »
I've been meaning to try such a thing, just havn't found the time.  I was gonna try using the particle system for a few of the basic things - should get the job done.

40
Game Dev and Gaming / Re: is PVP needed for success?
« on: Mar 20, 13, 02:08:48 PM »
Depends on definition of success I imagine, but I would think your player base would be much larger if there was some good pvp incorporated, and if neither the pve or pvp portions forced the player to do the other one.  Don't force pvp'ers to craft either, they hate that lol

I loves me some pvp but I would still play a game with a pure pve aspect.

41
Age of Wushu has the food thing going, which I'd say 80% of the people I came across thought it was highly annoying.  I learned Chef on my main character just so I didn't have to spend money on it.  The upside though, was it put some money into the player economy.

Overall, I'm not sure I liked or disliked.  I tolerated it and was easy to keep up with.  The annoying thing in that game was 2 different currencies, and you couldn't buy food with the general currency you'd get from quests/kills....so that would sway a lot of opinions I bet.

It also had a rest system of some sort that I don't exactly recall what it did.  I think you just got more xp while you were in a rested state.  Liked rested xp in some games, where the more you played, the less of a bonus you got.

Not a fan of perma-death.  Having to re-create a character over and over (pending how much you died anyway) and do the same quests/dungeons/maps/kills/whatever again and again isn't my cup of tea, but I understand some people enjoy the "thrill" of it.

I'm all for death penalty though.  Drop some goods or coin (perhaps all coin on you, since realistically if someone killed you, they'd probably rob you too).  Corpse runs were good times - though becoming a spirit isn't exactly realistic.

All in all, same as every other decision you'll make during development, some will hate it, some will love it.  Different ruleset servers can alleviate things sometimes.  Don't forget lots of people play games to escape reality ;)

42
General Discussion / Re: Folder Structuring Methodology
« on: Mar 18, 13, 03:36:03 PM »
We put ours in /HE/Assets/CustomFolderName

so road stuff is in /Assets/Roads
/Assets/Buildings
/Assets/Houses
/Assets/BlahBlah

I honestly advise never to try and change any names :P  If you delete, then change your asset library manually (basically, add it as if it were a new asset is easiest) and make sure no instances are left of that asset you're deleting - in fact, delete them all before deleting in repository.

and if you didn't already read, I'll re-iterate....no spaces in file/folder names :)

enjoy!

43
When moving linked areas towards one another for stitch, yes indeed, use edit offset.  Also try using Shift while dragging for snap.

Not sure I can visualize what issue you're having - any chance of a few screenshots?

There's also a lot of threads in the Seamless board if you want to take a gander and perhaps someone else had a similar issue

https://community.heroengine.com/forums/index.php/board,21.0.html

44
So the areas are linked together, and you want to be able to see across the zone line, or are you just looking to copy the effect to another un-linked area?

Replication possibly? http://wiki.heroengine.com/wiki/Replication_Tutorial

45
Are you using the Edit Offset function when moving your heightmaps together from other linked areas?

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