Adams update brings new terrain and tweaks to the town map

by Reto.Robotron3000 on 2016-01-11

In the coming update named Adams (after the American hero Lucian Adams) we have improved the terrain graphics and added a handful of tweaks to the town map. Terrain update We have updated and improved the way terrain is generated and drawn on screen, and the Town map is the first to receive the update. You […]

Featured Developer Shaun Mechen (reto.scratchliquid)

by on 2013-01-31

[singlepic id=795 w=309 float=left]First of all, what is your gamertag in Heroes & Generals, and what’s the story? Scratchliquid. Scratch is from an old inside joke and liquid is from solid snake’s bad ass brother liquid snake. What is your position at Reto-Moto? 3D Artist. I am overlooking the weapons. For how long have you […]

Animated textures for smoke and fun!

by on 2012-11-22

[blockquote align=”center” cite=”Reto.Robotron3000″]Reto.BombeBo is our in-house special effects ninja! Today he emerged from a nicely rendered cloud of smoke with a blog post about…. Smoke![/blockquote] Today I’ll show you guys how animated particle textures are used for making fake volumetric smoke effects. When making smoke with simple particles the result is often a little flat looking. To […]

Awesome community art

by Reto.Robotron3000 on 2012-10-29

[dropcap2]O[/dropcap2]ne of the really nice things about this game is working with a community of heroes and general (I only KNOW of one general, but there might be more lurking). We have started to see more and more community art showing up and recently londonsmee has performed the heroic deed of creating a batch of […]

3D Artist

by Reto.Robotron3000 on 2012-10-05

We are looking for an experienced 3D artist who wants to be part of the team making the game Heroes & Generals (

Assault-Team Insignia

by Reto.RedBjarne on 2012-04-10

Over the holidays I’ve mocked up a demo of a simple tool for creating custom unit-insignia for assault teams. The idea is that you can create your own insignia for you assault team(s) and have them displayed both on the strategic view but also as decals on tanks/soldiers/airplanes in the action game. Obviously (being a f2p […]

Fast Terrain Vegetation

by Reto.RedBjarne on 2011-10-05

After trying many different approaches we have implemented a new routine for drawing grass and cornfields on the terrain. The routine we have used so far has a few issues that we were not happy with. It is very hardware intensive which means that it can only be drawn close to the player and not […]

Powercables created with ICE

by Reto.RedBjarne on 2010-07-08

I’ve finally created an ICE compound that will make it way easier to setup the powercables in the background. The compound takes 2 attach points (nulls or any other geometry) and a cylinder. The cylinder is then stretched between the points and bent. Simple stuff but the ‘old’ way of setting this up with spline […]

waterline shader

by Reto.RedBjarne on 2010-04-27

After Henning implemented the vector-to-scalars and the Vector_State->Intersection_Point this stuff is possible. The shader blends some green mushy algea stuff on the lower part of the object so the effect will always be in line with the water on the level no-matter where the the object is placed 🙂

updated shaders for the bridge

by Reto.RedBjarne on 2010-04-26

I updated the shaders for the iron bridge (a classic Trussbridge somewhat inspired by the bridge in Nijmegen (go watch the movie ‘A bridge too far‘)). The basic structure uses 2 ‘complex’ shaders (and 2 simple ones for the deck and sidewalk). The idea was to create a shader where I could do the lattice […]

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