Hello. I'm deciphering the model structure for an old video game so I can see how my models look in the engine's hardware. The structure uses 6 bytes for a single vertex. Each vertex has 2 bytes for each axis. The vertices are as follows: the first byte takes a value of 255 to make a whole number of the second unit, while…
(UPDATE, created planes need not be segmented) over the years i think of things that would make handy scripts to help my work flow. and since i know nothing about maxscript and am too lazy to learn, i come here and ask some nice polycount scripters to help me out and make them. its suprising that usualy they jump at the…
About rim lighting. one platforms with Z buffer where it could be an isse to do render to framebuffer passes you could get rimlighting similat to outline with and inverted mesh. Ony difference is that you here either just offset it a little (with clip in happening - can look ok, good or shit) or you had a slightly bigger…