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Xims

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Xims last won the day on April 25 2013

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About Xims

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    Mark
  1. Here you can try it with this setup using colors ShrinkSelection.hipnc
  2. This is a merger of two tools I created in Houdini. The procedural house I made with Freek Hoekstra and a procedural environment. All the systems work together now, the only thing I need to fix is that if the user moves the building that the doors and windows move with the asset. Hopefully I can get something that I can try out in the Houdini engine. I also need to build something to create something better then random placed buidings inside a settlement. I if possible I also want to rebuilt the procedural road system I made and also implement it into this system.
  3. yep I just adjusted it so it would work the same way in houdini as in the game engine. all i need now i Houdini engine to try it out everything has UV I just dont have any textures on them I added another video, the export/import is not really that interesting everything is handled in the tool. the user only needs to click the export button. It then creates a folder on the desktop with the meshes and a .t3d file. the user only need to load the models and the .t3d file in UDK and its done.
  4. Hey guys, I made a new tool for Houdini to game engine (UDK). The tool adjusts the level to place settlements and the user can adjust the settlement the way they see fit. Like the heights position, location and shape of the settlement. The location and rotation of all the main buildings. The amount of assets around the main buildings these are adjustable for assets against the buildings close to the building and the ones further away from them. Foliage can also be added and adjusted based on the amount the user wants them to climb slopes. They will not grow on settlements and roads The user can also add roads (flattening the environment and gets rig of foliage on the road). And add high wires to connect all the settlements to give them a power grid. Finally I also added an exporter. The video shows building a level from start to finish in UDK. Real-time it took 10 minutes from an empty level to the level in UDK another video
  5. The following is a small project is did with Freek Hoekstra, an old classmate of mine. We created a system in Houdini where the user can create a house with a hires exterior and interior in a matter of minutes, instead of having to work on it for hours. Instead of having to use sliders and settings on a tool the system works directly in the vieport. The tool looks at where to user clicks and will give the correct options depending on where is clicked. For example on a straight outside wall the user will only get the options to create doors or windows. While if he clicks on a roof the options roof window and dormers will be shown. Same goes if the user clicks on the inside of the house. MarkKnoop3d@gmail.com info@Freek3d.com
  6. setExpression python problem

    thanks this works perfect
  7. Hi, I'm a total noob at python and I need a little help I'm trying to set an expression on a channel in a node, but the problem is that I need to get this result: point("../Rot", 0, "t", 0) Where the(Rot) can change depending on the Node that is created. so if it creates a Rot1 I need it to set the expression to: point("../Rot1", 0, "t", 0) Can anyone help ? Below is just an example not a working version hou = hou.node("obj") Rot = hou.createNode("geo",node_name = "Rot") transform2 = hou.node("obj/DormerMesh/xform3") transform2.parm("tx").setExpression()
  8. The way I did it for my specialization is exporting everything into pieces this was then imported into Maya and for each mesh the pivot was aligned to a grid as close as possible to the mesh. with a script. Then everything was exported with the CryEngine exporter. These where then imported into the CryEngine and placed using the same grid size by snapping to the grid points. This worked at the time because I was not familiar enough with Houdini yet. The problem with this way of working is that you get artifacts in the CryEngine the farther away you get from the object origin. You can see it in the video if you look closely. What I'm working on now is a custom exporter that will create a .cry file The mesh will be cut up into smaller pieces and exporter to 3DSmax or Maya (No Cry engine exporter for Houdini yet L). And then everything is exported centered on the world origin. The information for placement is then exported to the .cry file in Houdini. When the file is opened everything will be places at the correct locations. At this point I also export the environment as a mesh but I’m hoping to change that in the future that I only have to export a height map. I hope that made any sense. When I finish the exporter for the CryEngine (and for UDK) I’ll probably post it online .
  9. yes I found out he did something similar around a week before his presentation (we go to the same school). usually we work an entire year on the same project, but when i did my specialisation i wanted to do something different, because I felt It would end up looking allot like the one Freek made (on the second page procedural envirement) Didn`t know Erwin was already working on a level generator for his specialisation the spiral stair is a bit steep, should have fixed it by using bigger tiles, but you can still get up them in UDK. Thanks Erwin. you to congrads on passing your exam. Yea it`s a start,it still needs work. It was really a shame i could only spend 10 weeks on it, but I'm still working on it to make it better and working out a better exporter for UDK so i can export everything needed for gameplay. When the exporter is perfect i'm thinking of putting in online for people who want to use it. Unles someone else puts his online first. I think Jan is planning on putting his online some day
  10. The two following videos are the work I did for my specialization and graduation project The first is the specialization project I created in 15 weeks. The tool uses curves to create roads, crossings, tunnels and bridges on an environment mesh provided by the user to create the road on. It flattens the environment to allow for a smooth road deck like in real life. each curve can be set to a different type of road. The tool creates normal crossings, T intersections and link two road ends together. If the environment is to steep it will generate a tunnel and will generate bridges over gaps. When approaching an intersection road signs are placed and traffic lights are placed at the correct positions. At this point the system is setup with three different roads. But more types can be added. Everything is exported to cry engine. From start to finish (in the cry engine) takes around 30 minutes. The second is the graduation project I created in 10 weeks. It allows the creation of a level with meshes provided by the user. The user can draw out floor plans and draw corridors with curves and adjust them to. Each room can load their own models. attaching rooms can be added to main rooms, doors and windows can be placed and adjusted. Corridors are also created using meshes provided by the user. they are copied over the curve and adjusted to result in a closed mesh . With a custom python exporter everything was exported to UDK including light positions Everything that can be referenced is exported as a reference and the rest is split by type and texture and exported separately. The level in the video is around 3 million polygons Mark Knoop Markknoop3d@gmail.com
  11. If statement Problem

    thanks allot this one works great. I didnt think you could use an else if funcion in houdini exspression because I didnt find it in de documentation I havent been using houdini for long so i'm still learning allot. Still I wonder why mine works so slow :s Thanks anim I'll try both the houdini expression and the python. I really need to start learning python. Thanks for all the feedback people.
  12. If statement Problem

    Thanks for the link mantragorma I think i'm doing it all wrong but is used it simply like this { # Come back, come back to me comeback = 0; # I'll be waiting, ptype = hasprimattrib("../roadtype", "Road_0"); if (ptype == 0) { comeback = 0; } else if (ptype == 1) comeback = 1; else comeback = 2; # patiently return comeback; } I can understand the way its set up but am I allowed a houdini expression in python like this? I'm getting a syntex error on the: comeback = 0; part.
  13. If statement Problem

    yes it does seem work that way. I tried it the way you showed by simply using if(hasprimattrib("../roadtype", "Road_0"), 0, if... ) But it still has the same problem. How should I write that? My knowledge of python is almost zero.
  14. If statement Problem

    Can someone help? I have this code: if(hasprimattrib("../roadtype", "Road_0"),==1,0, if(hasprimattrib("../roadtype", "Road_1"),==1,2, if(hasprimattrib("../roadtype", "Road_2"),==1,2, if(hasprimattrib("../roadtype", "Road_3"),==1,2, if(hasprimattrib("../roadtype", "Road_4"),==1,2, if(hasprimattrib("../roadtype", "Road_5"),==1,2, if(hasprimattrib("../roadtype", "Road_6"),==1,2, if(hasprimattrib("../roadtype", "Road_0_Road_1"),==1,1, if(hasprimattrib("../roadtype", "Road_0_Road_2"),==1,1, if(hasprimattrib("../roadtype", "Road_0_Road_3"),==1,1, if(hasprimattrib("../roadtype", "Road_0_Road_4"),==1,1, if(hasprimattrib("../roadtype", "Road_0_Road_5"),==1,1, if(hasprimattrib("../roadtype", "Road_0_Road_6"),==1,1, if(hasprimattrib("../roadtype", "Road_1_Road_2"),==1,2, if(hasprimattrib("../roadtype", "Road_1_Road_3"),==1,2, if(hasprimattrib("../roadtype", "Road_1_Road_4"),==1,2, if(hasprimattrib("../roadtype", "Road_1_Road_5"),==1,2, if(hasprimattrib("../roadtype", "Road_1_Road_6"),==1,2, if(hasprimattrib("../roadtype", "Road_2_Road_3"),==1,2, if(hasprimattrib("../roadtype", "Road_2_Road_4"),==1,2, if(hasprimattrib("../roadtype", "Road_2_Road_5"),==1,2, if(hasprimattrib("../roadtype", "Road_2_Road_6"),==1,2, if(hasprimattrib("../roadtype", "Road_3_Road_4"),==1,2, if(hasprimattrib("../roadtype", "Road_3_Road_5"),==1,2, if(hasprimattrib("../roadtype", "Road_3_Road_6"),==1,2, if(hasprimattrib("../roadtype", "Road_4_Road_5"),==1,2, if(hasprimattrib("../roadtype", "Road_4_Road_6"),==1,2, if(hasprimattrib("../roadtype", "Road_5_Road_6"),==1,2,0)))))))))))))))))))))))))))) The problem is that it takes houdini around 20 minutes to accept it. It does work after that, but am i doing something wrong? Or is there another way to whrite this that it works fast?
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