Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Tikoucas

Pages: 1 [2] 3 4
11
Forum Games / Re: Drop the Grenade
« on: January 28, 2019, 07:29:44 pm »
2

12
Forum Games / Re: Drop the Grenade
« on: January 28, 2019, 06:39:32 pm »
Revenge for throwing me the first grenade back in 2012

*Throws to lord Suragaha*
5

13
Game Discussion / Re: Celebrating the OLD FH days...
« on: January 28, 2019, 06:35:40 pm »
I thought of the same idea before, and I sugest that you create a public event in the anouncements inviting people to join one map each weekend day.
Let's say, next saturday and sunday to be called: The Fluorite plains day, inviting people to come to that map , then pick another map for next week.
That way you make sure that the maps won't be alone like a graveyard.

14
Game Help / Re: legendary items/markings on Mac?
« on: January 28, 2019, 06:29:00 pm »
I'm not a mac user, however you should be looking for a folder with name FeralHeart
If Inside will find the folders exports, media, presets, my_presets and screenshots, then you are in the right place.
For markings go to FeralHeart -> media -> textures -> markings
and follow the instructions to get your markings installed.

15
Mapping Tutorials / Re: Advanced tips for map making
« on: December 28, 2018, 03:20:23 pm »
I have been lurking on this post for a few days and I feel it is about time I actually comment. Although I am not a huge map-maker, I can honestly say this is possibly one of the most interesting and well-written tutorials I have seen on the forum. It is obvious you spent a fair amount of time discovering and attributing the technical aspects of maximizing file efficiency and Ogre scripting to Feralheart map-making. The inclusion of mathematical descriptions also are extremely useful to those wondering why the game works the way it does, and how the Ogre engine incorporates trigonomety and other simple equations to help Feralheart run.

I especially enjoy that you explained that shrinking textures is an important part of optimizing objects & maps. While as the higher resolution may be a better quality, constantly using large resolution textures for minor objects is simply not efficient. Maintaining an appropriate balance is key to helping at least alleviate lag issues for some folks. You should also bring up how high-poly meshes can also create lag issues—maybe also touch on the difference between of quad and tri meshes, and maybe even how to convert back and forth between them, as—from personal experience—I found this is another great way to help minimize lag issues when coverting/making one’s own custom objects for maps.

Although this may not be for the average Feralheart user, there will be people that find this a very inspiring read—just as I have.


Thanks for your feedback Alpha,

Indeed High poly count in meshes is a very good and important topic. I should soon write information about it.

About quads, as far I know Ogre doesn't have a concept of quads, it's all triangles.
So if you do quads in blender I believe it's all converted to triangles in Ogre. Unless you know how to create a mesh with quads.
I have no knowledge of any performance or difference between them two in ogre.

Also, Camino commented that saving maps on a Zip file can avoid Windows restore to touch your maps when restoring windows.

16
Game Help / Re: Cannot load into maps
« on: December 16, 2018, 12:43:36 am »
Have you tried to install a second FH folder with absolutly nothing else changed or modded and see if you still crash?

If you don't crash then from the very new and clean FH installation I would slowly be adding back your custom stuff to see what's causing the problem.

Sometimes even trying to get to the lonely cave I would get a crash over custom maps in the map maker and it's hard to find out.

17
Update:
Now the program also reloads material scripts for the character!
Time to do some fancy coding on your presets :D

I recommend reading the Ogre3D material tutorial manual and experiment with it.
The reloading of materials is only on the character.

tutorial:
http://wiki.ogre3d.org/Materials
Manual:
https://www.ogre3d.org/docs/manual.old/manual_14.html

Improved Camera a bit, use + and - keys from numpad to make Camera go up and down.
Press R for a wire mode. Warning: creepy!

Know bugs:
Tabbing out right after pressing F5 makes the program to reload textures enless until you tab back in for a few seconds.

Possible bugs:
Because there are so many body parts, maybe I forgot to do the material script reloading to some body parts. If you find something is not reloading please comment.

18
Mapping Tutorials / Advanced tips for map making
« on: December 06, 2018, 07:57:26 pm »
This is meant for experienced map makers who at least have made a map before.
Making a good map that runs smoothly and looks good is a very hard work!
If you know a tip for map making, feel free to comment.



Use heightmaps of 16 bits instead of using 8 bits for smoother terrains.
8 bits allows you 256 terrain levels while 16bits allows you 65536 levels. 16 bits will avoid those terrain ripples.
Many applications don't support 16 bits grayscale images, I know photoshop and maybe gimp do.
If you have an 8 bits grayscale PNG image, once you are done with it then convert it to 16 bits and apply a soft blur to it, always keep a back-up of your 8 bits one!


heighmaps and terrains
Heighmaps can be 1025x1025 for higher terrain detail, or any size (2^n)+1, where n=1,2,3,4,5... usually not needed but handy to know ;)
-For terrain masks can be 1024x1024, or any size 2^n, where n=1,2,3,4,5...


Box collisions mush be underground by at leat 4 units
When making objects and using a collision box, make sure the collision box is at least 4 units under the terrain, so you don't run through the collision.
The collision should be thicker than 8 units to make effect of a solid object.

Avoid acute angle collisions
Ever walked under a ramp and be thrown to the air? unless you want that you should avoid them.


Careful with object groups
Create your own object group(s) for your map with unique names, using common object groups that other people use for their maps (ex: my_rocks, my_plants) might cause conflict with modified versions of them.
I personally like to use a single object group for each map, keeping the minimum of objects and that way you export your map with only what you map needs.
-Pros. Small and fast loading maps, best technique for single or not too many maps.
-Cons. Time, it might not be the more convenient way if you create a map pack

Other people like to create various object groups for their maps, having their objects organized in to categories.
-Pros. quick and easy map making, convenient for map packs where you use the same objects over and over.
-Cons: You might end with a lot of unused objects making your downloads bigger and long loading times.
- When you need to update an object it will affect all maps with this object in a good or bad way.



Add folders to the resources.cfg file!
yes, that way you can organize your files in a much better way.
It's a bad idea to paste all your meshes and stuff in My_objects, the folder gets big and messy so easily. no to mention that accessing to that folder you have to click first, media, objects.
I personally add an extra folder for each map I make with the meshes in, so the resulting path is: c:\FeralHeart\map1\ and it's easy to access.


Got a supercomputer?
Think of those users like me that still using Windows XP with a dual core E-350 CPU
I have seen recently some maps that don't run nice even by using a gamming laptop, keep an eye on the map framerate, install Fraps or anything that can measure your framerate and try your best to keep it over 30FPS.


Optimize your framerate by shrinking textures!
Shrink your very big textures to a lower resolution, specially those textures that are absurdly big.
how much you have to shrinnk it?
Think of how close the players will see this object, then shrink your textures to a reasonable size.
For example, if you put a small chocolate in a table, that chocolate will cover a few pixels of your screen, let say, 20 pixels wide, So you should use a texture that's 32x32 or 16x16 pixels, and not 5000x5000 pixels
I seen this case in a official halloween map and by fixing only that texture the framerate improved from 15 FPS to 60 FPS!


Optimize your framerate, Always use textures that are 2^n!
It can be any width and height as long it's 2^n, where n= 1,2,3,4,5
you can use textures with the following sizes for width and lenght.
1,2,4,8,16,32,64,128,256,512,1024,2048,4096
For exmaple, the following textures sizes are correct:
32x32, 32x128, 128x128, 256x256, 512x512, 128x512, 512x128, 1024x256, etc.
if you use a texture with random size, let's say a texture of 1200x1050, this texture will scale in your computers memory to the next 2^n size, so it will be 2048x2048, so instead of using 3.78MB of memory, it will use 12.55MB, that's how much your computer has to handle several times per second!


Optimize your framerate by carefully selecting your collisions.
To get a good framerate you need to take care of your CPU and graphics card usage.
Collisions are very CPU heavy, avoid using a lot of meshes or heavy meshes with collisions.
It's always better to use collision boxes when ever you can.
Don't use collisions in objects that the player can't reach like trees in the background.
If you think a collision lags you in single player mode, the amount of lag gets worse for each player standing close to it
An easy way to know how laggy a mesh is, it's to check the file size of the mesh, bigger the file, laggier is the mesh.


Split your collisions meshes in parts!
Lets say, If you are making your own meshes and you have a very big den with mesh collision activated, it's more efficient to split your den in several mesh files each with a collision than using a single one, in many cases the framerate duplicates!


Avoid filenames with simple names that can easily collide with other file names!
This will save you problems of finding your map exported with the wrong mesh/texture.
A common problem is to find a mesh with name rock.mesh, there are many people who created different versions or rocks and have the same mesh name!
avoid names like rockTex7, bed, sofa, building, etc.
instead use more complex names like: tikos_house_empty.mesh, chance that someone else created a mesh with the same name are low.
Same goes for textures, materials, particles, maps, and anything the game loads.


Reduce your map loading times, Try to use Jpg, Png, or dds textures
using BMP or TGA can make very big files, only use them if you really need to.
JPG is good for most textures, photos and such, it has some little quality loss everytime you save a jpg file, so it's better only for the final version of your textures.
PNG is good for simple graphics with low amount of colours, but it can also be used for any texture or photo and doesn't have any quality loss when you save it.
DDS is a good file format too, the only inconvenience it's to be uncommon and unknown by many people.


Rotate your map objects with notepad for perfect angles
FH rotation system is awful if you want to make a perfect 90º rotation to an object, and can be very hard and tedious.
But notepad is our saver today. the trick it's to use this magic value to have a perfect 90º: 0.707107
First, add a few new objects and rotate them to the angle you want, doesn't have to be perfect, save your map.
Open your map ".cfg" file with notepad (no need to close FH for that), scroll down to the right objectgroup and find the last objects you added, or use the search box to find it by coordinates.
You will find your objects looks like this:

[DruidGrove/DruidJug]
1787.27 22 1220.2;1 1 1;0.627691 -0.00135 -0.778462 0
1787.27 22 1220.2;1 1 1;0.627691 0 0.778462 0
1873.48 0 1521.6;3 3 3;0.205093 0 0.978742 0
2491.95 4 1702;1 1 1;0.703458 0.0862158 -0.0866229 -0.700151
1993.58 5.2 1867.06;0.867 0.452 0.824;0.993961 0 0 -0.109734
1969.7 -0.151406 1799.32;5 2.205 1;0.711536 0 -0.70265 0
1951 15.5 2074;1 1 1;-0.012 0.00145 0.9812 -0.00154

first 3 numbers are the x,y,z coordinates, then the x,y,z scale, then the w,x,y,z rotation quaternion.
next step is to change the quaternion values to be either 0, 1, or 0.707107, what ever number is closer to the original and it will look like this:

[DruidGrove/DruidJug]
1787.27 22 1220.2;1 1 1;0.707107 0 -0.707107 0
1787.27 22 1220.2;1 1 1;0.707107 0 0.707107 0
1873.48 0 1521.6;3 3 3;0 0 1 0
2491.95 4 1702;1 1 1;0.707107 0 0 -0.707107
1993.58 5.2 1867.06;0.867 0.452 0.824;1 0 0 0
1969.7 -0.151406 1799.32;5 2.205 1;0.707107 0 -0.707107 0
1951 15.5 2074;1 1 1;0 0 1 0

Save your ".cfg" file and load your map again on FH, there is! a perfect 90º rotation.

here is some info about how quaternion rotation works:
http://wiki.ogre3d.org/Quaternion+and+Rotation+Primer

If you need a different exact angle you can find the magic numbers you need by using the following formula:

[w, x, y, z] = [cos(a/2), sin(a/2) * nx, sin(a/2)* ny, sin(a/2) * nz]
Where a is the angle of rotation and {nx,ny,nz} is the axis of rotation.

for example, a 60º rotation in Y would be:
[cos(60/2), sin(60/2) * 0, sin(60/2)* 1, sin(60/2) * 0]
Then
[cos(30), 0, sin(30), 0]
then
[0.866025, 0 , 0.5, 0]

your new quaternion rotation is:
0.866025 0 0.5 0

As easy like that... easy right?
Uhmm maybe not for everyone.



Download meshes carefully and cheking FH still working, specially when downloading particles, troubleshoting the game crashing can be a real pain.


Add some moving tree leaves, add some gentle good quality sound effects, and particles to add more life to your map, Use Ogre Particle Lab or similar to create your own particles.


When it comes to sound effects, Always use .wav format because with the wav format when the sound loops you don't get that horrible hiccup.
Note: wav format can make huge files, don't do long soundtracks in wav format.

For music, some types of mp3 encoding cause a loud unpleasant noise at the start/end of the track, try using constant bitrate mp3 files with legacy encoding to avoid this problem. (Pending to check which encoding is good)


Install a clean new copy of FH with everything unchanged to test your map and see if all works fine.


Use billboards and planes (also known as backdrops) for far backgrounds that the player cannot reach, specially if you have a very populated background.

Windows System Recovery / Restore points is your enemy
I heard so many cases of people who finish several maps, then for some destiny randomness their system fail and they use Windows system recovery to get their computers back working. All looks fine, windows is working again but then you find that your maps are gone.
What happened is that Windows believes that ".cfg" files are system files, and when you make a map the game saves your map in ".cfg" files. Then windows makes a backup or your old .cfg files everytime you save your map.
when you do the system recovery, windows restores/deletes those cfg files and goodbye maps.
keep your maps original files safe in a USB flash drive, upload them to the internet, in a external disk, or any other place. Backup all your days of effort.


Avoid creating a monotone boring map
Don't just take all trees and objects you got and spread them around the map, it will become a boring map. Once you see a corner of the map, you already saw all.
Instead, put something very unique on every part of the map.
A flower garden, a special house, a misterious object, food, animals, a fireplace, and any idea you can come with.
Add some fun to the map, a quest, parkour, sliders, a small laberynth.
Add a resting place on your map, somewhere where you have a nice view and you could spend hours staring at it. Has to be something that looks comfy to lay down your character, preferably a flat surface that looks soft.
There are already too much realistic and nature maps, why not try something different?
Easter eggs can be fun too!


Use the Ogre Manual to learn to edit material and particle scripts and get awesome effects.
Read the Ogre Material tutorial too!
Material scripts:
https://www.ogre3d.org/docs/manual17/manual_14.html#SEC23
particles:
https://www.ogre3d.org/docs/manual17/manual_34.html#SEC186
And also install Ogre Particle Lab
And have some nice material examples here:
http://wiki.ogre3d.org/Materials

Once you read those manuals, you could try using LOD in material scripts with the heavy ones, it will smooth your map a bit
But it's also useful to do some map effect tricks ;)

If you are texturing a big mesh let's say.. a long wall or a big den, use Alpha Splatting rather than using a very big texture.
http://wiki.ogre3d.org/Materials#Alpha_Splatting

For mesh makers, try using prebaked textures with lighting for indoors, it really does a change!.

This is all for now, thanks for reading and have a nice map making fun!

19
Other Mods/Creations / Preset helper for those making presets. [Update v3]
« on: December 06, 2018, 03:19:45 pm »
Hello

I made a quick app to help with the preset making.
Basically it's a program you run and shows the look of a preset while you edit your preset on your fav image editor, everytime you save your jpg/png textures or material scripts you can see the results with a press of the F5 button rather than waiting for the game to open every time you make a change.

Here a the video showing how it works.
https://youtu.be/80UPCXsZAHI

Install & use:
First download and extract this zip file anywhere you want in your computer.
https://www.mediafire.com/file/o05855bn8dp84b9/ITFH_preset_testingv3.zip/file
You will find a folder with name ITFH_preset_testingv3, inside you find 3 folders depending the type of preset you want to edit.
Preset_IT Is the default Impressive tittle lion preset
PresetC_FH is for editing Feral Heart Canine preset
PresetF_FH is for editing Feral Heart Feline preset

If you want to edit the FH feline preset for an example, you open PresetF_FH and you will find a material script and the texture files for you to edit.

Keep in mind it's the very first version and might be a bit tricky to setup.


Source code included
Compiled with Codeblocks, MinGW, OgreSDK_mingw_v1-7-2

20
Game Help / Re: I cannot see Rock Meshes
« on: December 04, 2018, 07:12:12 pm »
There are also problems if there are 2 files with the same name in the game, doesn't matter where they are saved within the game folder.
Use your file manager search to find all files with name rock1.mesh or all the *.mesh to find if there are any duplicates.


Pages: 1 [2] 3 4