Ambershee: I'm the exact opposite. :) Played through the whole thing with a gamepad and wondered how/why I'd do so with a keyboard and mouse. The story is kinda less than clear, but I think that's on purpose. The game is very linear with a few side pieces of flavor, but nothing that constitutes a story or gameplay branch.…
How does time scale when you get up to more complex characters? Well, personally I think of the old ship analogy. It takes a boatyard a year to build a one hundred foot ship, and it takes that same boatyard one year and three months to build a 200 foot ship. Probably not accurate because it's just a saying, but it makes…
The issue with Crytek, is that they never gave a sign that they were listening. Hell even simple "Screw you, we don't do it!" would be nicer, than permanent silence or copy-paste PR answers... They hopefully change it. They have one month to show dedication to change. And I'm not telling that they should in one month…
Heist is so far a lot of fun, but the size of the map is horrid. I can see it doing well if it's a long stretched out linear/open'ish map. Like others said though, rounds end too often and too quickly! The game is very much a BF4 re-skinned with lesser quality character art and again like the fans mentioned. Less…
Thanks, I'm glad I could be helpful. I can't wait to see what you guys come up with for true mirroring. I just thought of something else too: Another thing yet to be discussed is the ability to save out texture formats for games such as BC7 or even dds. I dont like exporting and having to take the images into Photoshop…
From 2008 to 2016.5 Maya did a great jump in terms of cleaning UI. Maya has an insane horsepower under the bonnet, but most part of this power is undiscovered for perfunctory usage - that's a nature of Maya. Many cool features are hidden inside script commands. For instance, in Maya you can have 3 types of skinning -…
The point was to illustrate how textures are spacially mapped, rather than on the screen. It's also not just about textel density, its also about your time. Modularity takes time to plan and skill to achieve seamlessly. Sometimes its just easier to have proper unrestricted tools, but also a lot of times its easier to do…
@RN that's a interesting approach. def will remember that. I had considered doing this for 1 dense mesh with laods of verts, but didn't thought you could use it to create new meshes atm I managed to get "multithreading" to work between several max instances. so every max instance on its own isn't multithreaded. But they…
Pretty good man, I can tell you've got some experience at animating. I made some annotations on your video. But just to outline things I would consider changing. * Lower the body before the attack, this will add power to the lunge. This mixed with raising the body on the lunge and lowering again when landing will give the…
The zdepth is 1 value, and 1 value only. Any kind of concept that UE3 throws at you as the end user saying it's different things isn't technically correct under the hood. You can get the depth with either per-vertex or per-pixel precision (like basically everything). You're right kodde, it's just a distance relative to the…