The HeroBlade tool boasts a robust assortment of powerful
and intuitive world building tools. These tools, combined with the
unique collaborative environment provided by HeroEngine,
redefine the entire world creation process. Imagine multiple teams
able to build and dress an area from any geographical location
-- able to build game systems, special effects, game user interface,
AI, and more, all from one tool. Transition instantly from building,
to testing, to QA, without ever switching applications or incurring
any delay.
There's never been anything like it!
With integrated Project Management and Quality Assurance
tools, HeroBlade allows QA teams to quickly review new areas and
annotate issues all in 3D space. Changes and modifications needed
are then easily assigned to any team or individual, thereby greatly
expediting the quality assurance process.
Terrain and Heightmaps
The innovative slope limiter allows world builders to
quickly create and precisely texture heightmaps in the HeroBlade client.
HeroEngine supports any combination of heightmaps
and polygonal assets for world building. Integrated into the
HeroBlade client is a fully featured heightmap and terrain editing
toolset. Innovative features such as our slope limiter for painting
textures and Perlin noise generating brushes transform the technical
endeavor of world building into a fine art.
Texture Layers
HeroEngine has a tremendous freedom of textures with support for
up to 256 textures in each of the up to 4 layers. Every texture
channel can be assigned a bump and specularity map, have unique
mapping properties, UV scaling, bump strength, specularity strength,
and more... In addition to this, any vertex on the heightmap can
be tinted by simply painting color on it.
Dynamic details (also known as "ground clutter") such
as camera-facing billboards and meshes are supported in a similar
channel system with support for variable density, scale, hue,
saturation, random variations, and more.
Dynamic details and more layers complete the scene.
Flora
Integrated fully into HeroEngine is IDV's award-winning SpeedTree® middleware
package suite. This impressive tool is imbedded in various HeroBlade
terrain editing tools, allowing for rapid development of vivid
and lifelike worlds. In HeroEngine, SpeedTrees can also be modified
so they can coexist with hand-crafted meshes (such as unique character-trunks)
for even more amazing results!
With access to a vast online library of vegetation and
the tools needed to create your own, we've taken this powerful software
solution and enhanced it by providing these additional features.
HeroEngine Specific SpeedTree Enhancements
Complete integration into our permutation shader
system.
Each tree is a separate node and can be scaled,
rotated, and parented by our toolset.
Independently scalable branches and fronds.
Tintable leaf color on a per tree basis.
The environmental scheme of any individual tree
can be overridden.
LOD (Level of Detail) settings for any tree
can be overridden.
Dynamic Light and Environmental Schemes
A stunning effect can be achieved utilizing the Dynamic Light and Environmental
Schemes timelines.
HeroEngine integrates Three Point and Ambient-Diffuse
lighting options directly into the HeroBlade client. The addition of timelines
into environmental lighting allows for a quick implementation of a day
and night cycle with dynamically changing shadows.
Environmental Features
Azimuth and Polar Light Directions
Light Intensity, Area / Sky Bloom Strength
Environmental Cubemaps
Fog Colors and Attenuation Properties
Buildings and Dungeons
Using a powerful grid and snap system, HeroBlade allows you to quickly
and easily build a sprawling city or complex dungeon. Artists
create assets that are compatible with each other and upload them into
the Asset Library for world building teams. With the ability to toggle
between world and local space, no angle is unachievable. The limitations
of a conventional grid are lifted and a new era of modular yet custom content
can be realized.
Seamless World and Instances
Utilizing a room visualization system, an area can contain
an unlimited number of rooms. Rooms can in turn be set to render or not
render adjacent rooms, greatly saving on render times and costs.
Transitional
pieces can then be utilized to allow large scale texture bank swaps as
a player exits one area and enters another. This powerful and flexible
system delivers stellar performance and the appearance of a seamless world.