The 16 texture cap is a DX9 limit. If you look on the UE4 trello roadmap it looks like they plan to bump up DX11 shaders to a 32 texture limit. Until then, if you can turn off static lighting, you should get back a couple texture samplers. If you use constants for specular/roughness, you get back another texture sampler…
Hello, I'm new to UScript and a friend of mine pointed me to a tutorial on the UDN that shows how to get the mouse cursor to show up and interact with a level in UDK. I'm slowly going through this tutorial, but I seem to be having a couple of issues. I'm getting 3 errors that I'm not sure how to fix. I don't want to open…
To enjoy this site you'll need to update your Flash Player. It's easy, painless and will take just a moment... * 1. Download and install the latest version of Adobe's Flash Player * 2. Unfortunately you'll then need to close your web browser * 3. Go back to this site after you restart your web browser * 4. That's it-have…
The Najno demons (and other male demonic castes) are not meant to invoke sexual confusion, their nudity is entirely non-sexual in terms of design. Allow me to quote myself: The idea of sexual confusion is only in relation to the female demons or 'cows' in the fiction (which I haven't modeled yet). The fact that the females…
I should point out that you're talking about different functionality, destructibility and scripting. On Red Faction we had full scripting support to set up the scenario you describe, but found that it was much more fun to give the player an excuse to level a structure entirely. It's really just a philosophical distinction…
As awesome as that idea would be, it would visually telegraph to the enemy what level qop's ultimate is. Normally an opponent would have to take an extra second to click on the qop to see if she's level 11 or 16, if that information is important to how they approach the next teamfight. Sure some players wouldn't care about…
hmmm i really didnt catch what is flame overlay.And here is my vmt"VertexlitGeneric"{ "$baseTexture" "models\player\items\medic/barrel_of_salvation" "$bumpmap" "models\effects\flat_normal" "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf" "$detailscale" "5" "$detailblendfactor" .01 "$detailblendmode" 6 "$yellow"…
I also played some Zombie Panic last night. Well made mod. Definitely lots of team strategy involved. Can get frustrating for new players. It felt like the levels I played on were not enhancing the core gameplay. Lots of time wasted getting lost, and finding the path from one place to another. The match transitions could…
Just finished the single player... and um... wow. Fucking hats off to Rockstar for presenting such an incredible 'sandbox game' that gives the player such drastic and dramatic choices in which path they can choose. I can honestly say that, when I play the game through again, I'll be able to feel like I'm playing it through…
Hey guys thanks for looking at our work. We are still not done with our current level yet at the moment and have yet to touch on the player craft and gameplay features. Hrmm interesting idea. We were planning some camera movements like shaking it when the player turns on his boosters and stuff. But your ideas are good…