Hi there! We're a small team working on a free open-source indie game called Decay, which is inspired by games such as Unreal, Quake and other first-person shooters from the 90s. What we're essentially aiming to achieve is a new first-person shooter with a rather simple graphical style (by todays standards) that also nods…
Finally some previews for this game which can be seen at the links posted below, I gotta say this game is shaping up and i cant wait to see how DICE handles the Multiplayer. Something that struck me as odd was in the kotaku preview they mentioned that the game was being developed on two separate engines. The single-player…
Assuming the split is present in the engine version of the model a matching tangent basis would (should) account for the UV split/hard edge (mostly) if we're looking at around 2010 it's not unlikely that the engine in question would be using a tangent basis matching their primary modelling or baking package As such it's…
Here is my error log after trying to play in editor....i have a feeling it has something to do with the file not found errors....but i have no idea why it wouldnt find them it was working yesterday Log: Log file open, 10/19/11 09:21:20Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467DevConfig:…
Neither, the API is actually extremely low-level, but it automatically chooses whether to use DirectX or OpenGL so as a developer you don't need to worry about that (just worry about if it goes into software!) Adobe's focus seems to have been on getting free third-party engines working and ready for use (Away3D,…
In an ideal world, the one and only way to avoid such seams is to have a viewing environment and a baking environment that are completely synchronized (and there is much more to that than just the normalmaps "looking good"). Unfortunately, almost none of the display environments we use (CG software, games engines) are…
Outside of QuickRig and HumanIK there are a few modular rigging scripts that can give you some really good rigs. Advance Skeleton : http://www.animationstudios.com.au/advanced-skeleton This creates biped, quadraped and custom rigs, I'm using this in production right now and I like it a lot. But there are some hoops you…
Ok, so I think I get it:) i very much appreciate all your input! If you could confirm what I'm saying is correct it'd be great :) SRGB is for colour textures only; e.g albedo; Aslong as I produce these in photoshop using SRGB- but I must remember to FLAG this as SRGB within engine - so that it can convert this to linear…
Depends on the studio! Maya or Max with fluid sims for generating textures, building particle meshes, etc. Almost every engine has a proprietary, custom made particle engine - so you'll be inside in-house tools most of the time. Most engines use a separate tool that is not inside your 3D app. There are exceptions to this -…
If its just for rendering, don't bother with opacity maps they'll just require specific light setups to render the shadows correctly otherwise the whole plane casts a shadow. They actually take longer to render then normal geometry, especially if you have them casting shadows, and a few of them are stacked in front of one…