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 1 
 on: Jan 17, 18, 07:41:46 AM 
Started by Eric_Matyas - Last post by Eric_Matyas
Greetings!

Here are this week's new free tracks:

On the City/Urban 2 page:
"Jewel Heist Intro" (Looping)
http://soundimage.org/city-urban-2/

On the Fantasy 8 page:
"Life in a Mystical Village" (Looping)
http://soundimage.org/fantasy-8/

On the Nature/Science 2 page:
"Mysterious Deep"
http://soundimage.org/naturescience-2/

On the Puzzle Music 3 page:
"Power Puzzle" (Looping)
http://soundimage.org/puzzle-music-3/

And on the Sci-Fi 6 page:
"Metal Monster Mash-a-Thon" (Looping)
http://soundimage.org/sci-fi-6/

Have a good week!

 2 
 on: Jan 17, 18, 07:41:32 AM 
Started by Eric_Matyas - Last post by Eric_Matyas
Greetings!

Here are this week's new free tracks:

On the City/Urban 2 page:
"Jewel Heist Intro" (Looping)
http://soundimage.org/city-urban-2/

On the Fantasy 8 page:
"Life in a Mystical Village" (Looping)
http://soundimage.org/fantasy-8/

On the Nature/Science 2 page:
"Mysterious Deep"
http://soundimage.org/naturescience-2/

On the Puzzle Music 3 page:
"Power Puzzle" (Looping)
http://soundimage.org/puzzle-music-3/

And on the Sci-Fi 6 page:
"Metal Monster Mash-a-Thon" (Looping)
http://soundimage.org/sci-fi-6/

Have a good week!

 3 
 on: Jan 16, 18, 08:12:46 AM 
Started by m0rr0w - Last post by Amarak
Ok, try exporting the character mesh the you had exported with the skeleton. It would be exported as a dynamic character part. Also, if you could paste the contents of the gm2.dyc, gm2.par and gm2.dat files I can see if they are missing something.

 4 
 on: Jan 16, 18, 05:15:26 AM 
Started by m0rr0w - Last post by m0rr0w
its still not working even replacing the skeleton with a manually created dynamic character skeleton

 5 
 on: Jan 15, 18, 11:29:33 PM 
Started by m0rr0w - Last post by Amarak
I have always had that problem. At this point, go to Hero Export and export the skeleton again, replacing the existing one. I don't know why but the skeleton exported with the character exporter has never worked for me.

 6 
 on: Jan 15, 18, 07:30:03 PM 
Started by m0rr0w - Last post by m0rr0w
I followed this here:

http://hewiki.heroengine.com/wiki/Automating_Character_Creation_with_Character_Tools

After it creates the files I need, I upload them to the same directory on the server as they are in the local computer. I add the specification with the command and then try to create an instance. However, nothing shows up when I use the command to create an instance of my model in the engine. I looked on the error tab and it says


ERROR:Mesh:Error - Unable to load: /character/dynamic_2/gm2/gm2_skeleton.hgm
ERROR:Mesh:Error - Unable to load: /character/dynamic_2/gm2/gm2_skeleton.hgm using C:\Program Files (x86)\HeroEngine\HEROBLADEHC021\hemp-hgm.dll

The file is there so I don't know why it can't load it...

 7 
 on: Jan 15, 18, 03:27:40 PM 
Started by Thazager - Last post by ToY-Krun
Quote
I have been trying to use the standard raycast to check a hit, but it seems to be hitting the target's bounding box

the Raycast functions determine the hit by a collision with the bounding box of a character,  but on static objects , will use the visible mesh (such as passing through a door or window to hit something on the inside/outside).  Likely due to the dynamic nature of the the characters vs the static mesh of other models.  the Engine automatically builds a static physx mesh for every static object placed in the game, and the client knows the exact shape of the object by this.  The same isnt true for characters as the shape constantly changes due to animation, so the bounding box is used for them.

Quote
When checking the mesh name for any of the blocked targets, it wont show a value.

The raycast functions don't return a meshname (either they once did or were perhaps intended to in the future, but they don't as of now).   They only return the nodeRef of the object hit, and the point of intersection.

Hope that helps some.

 8 
 on: Jan 12, 18, 07:43:17 PM 
Started by Thazager - Last post by Thazager
I have been trying to use the standard raycast to check a hit, but it seems to be hitting the target's bounding box, and gives a result of blocked LOS. I added a debug draw line to show it in the game.

When a wall is in the way, it finds it and marks as "blocked", it finds crates too, but it also finds the bounding box of the target (not sure why - its not a mesh), but gives a result of blocked.

When checking the mesh name for any of the blocked targets, it wont show a value.

Below, the wall blocks the LOS. The red arrow points at the target, using a red line from the player attacking with ranged attack. The green lines are at the point of intersection with the wall. The words in console (of editor) show LOS blocked, and intercept point, the target location, and the meshname = no name.



Below, we have another attack by the player, this time nothing is between the target and player, but the intercept shows at the bounding box, as does the console show the intercept point, the target location, and the meshname (again no name).



Add:
Currently, the attack still takes place, the LOS is being tested and just printing out a result.

 9 
 on: Jan 12, 18, 07:24:44 AM 
Started by Chamferbox - Last post by Chamferbox
Hello everyone, :D

We have a new model it's the Female Knight:









Animations:

https://www.youtube.com/watch?v=FBIKm2HwXMU

 10 
 on: Jan 11, 18, 01:33:02 PM 
Started by markos - Last post by markos
MMO ICOs

https://lordmancer2.io/en
1 mio USD

https://privateers.life/ico
30 k USD


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