[ QUOTE ] it's a custom engine Designed for MMORPG'S [/ QUOTE ] Please describe enough inormation for the request you seek, or we can't make a decision. Which engine name is this your using? Is it OpenSource? Is it your own? What about tools? which tools are compatitible with this said engine? 3dsMax? Maya? Please be…
Hey Torque If you get these limitations by using the source engine why would you want to use it? Why not get ahold of unreal or crysis lite version of the engine? If im not totally mistaken you get the lite(light?) version of the engine by just buying one of the games. Goodluck!
Yeah, smoothing splits and UV splits should match up. It depends on the game engine you are using, but the safest bet is to always have them match up. Some engines are okay with having UV splits that aren't smoothing group splits, but a lot of engines automatically create a split there.
Off the top of my head ;) [ame] https://www.youtube.com/watch?v=LpLBzV9uG0Y[/ame] Texturing - Traditional Shaders to PBR Shaders: http://www.marmoset.co/toolbag/learn/pbr-conversion General Rules: Only colour Info In Albedo, no more lighting info overlayed (AO, PRT etc.. although depending on style, some cavity can be…
For something static it's easy . Just render a picture of whats behind , a cube map projection maybe, and distort /displace it by a normal map with vector warp node . if you want time of day changing and something moving behind the glass you need a special render target in the engine. A dynamic cube map maybe or have this…
Yes, but isn't it also true that certain game engines treat normal maps differently, such as the UE3 engine, where the green channel must be flipped around to be represented correctly in the engine? Is it not found by others as well that sometimes, normals don't always look like they should when ported from one program to…
Ok I suppose I can try that. Read a bit of that in my research. So the only engine Ive any intrest in is Unreal engine 4. I dont know the first thing about it yet but thats what Id like to try my stuff in. Is there a general set of do's and dont's for that engine?
http://wiki.beyondunreal.com/Legacy:Unreal_Unit and http://udn.epicgames.com/Three/UnrealUnits.html Under the source engine, by default a wall is thick of 8 unit, I share the same principle in the UDK. I use the same size as under the soruce engine. With the soruce engine you have comon size : a wall = 128*128 unit, etc.
I'm interested in knowing how on earth this *wouldn't* be supported by an engine. The engine must store vertex normals, correct? Why would changing the angles of a couple of normals cause an engine to make up its own data all of a sudden? How would it know which data to make up?
like many other editors or partly related to their engines I think that the tools are optimized for those 2xtris strips that are always used for terrain engines. Many engines optimize them in the memory and storage because it can be assumed that except the depth (or height as you will) anything else repeats (loop) in a way.