Alrighty! Back to business. After dealing with my kayak scene for the previous exam I gained quite a lot of knowledge as how to handle water.. so I redid most of my shader and got this effect: I think I could sit there and stare at it for a looong time. Probably will keep this angle for videos. If only I could keep those…
I finally got tired of waiting for someone responsible to do something about this. ***WARNING*** artist writing code - prepare for your computer to be irreversibly damaged. If you have ever tried bringing vertex colors in from Blender - you will quickly run into the issue of no vertex alpha - until now! This is a two part…
I'm having a bit of trouble with a model I made and having it set up in Hammer, and viewable in the Model Viewer. My model looks like this, and looks like the following after compiled: http://img41.imageshack.us/img41/8007/finishedcoatrack.png http://img233.imageshack.us/img233/9671/strange.png *I should note that even…
Here I am at it again and I brought a friend along for the ride. Yung is helping a lot by building the mechs for my second and his first indie game using Unity! So what is B.U.R.N? Burn is an action/mech battle game that puts you in the seat of a B.U.R.N unit. Members of B.U.R.N take on other mechs be that they are…
Hey all, So I've recently purchased Shader Forge for Unity and have been testing it out. Our current project involves a vertical gradient shader similar to the style you see in Monument Valley (totally different art style, just looking for a similar gradient effect!). So far I've been able to get it working that it uses…
hey thanks for the replies :q didnt realise you could use code from UT3 in UDK, that will help a lot. The Raptor from UT3 would be a good point to start from. I should be able to use the Raptor Code to make my own custom Vehicle class where I can adjust the movement and weapons controls accordingly? if I need to set up an…
it's pretty easy to code this with tangent-space normal maps. basic concept: save every pixel in to a 2D Array with it's current R and G (and B) Value (B will not change). R and G convert to a vector of 3 dimensions (while only 2 have a value, which is x for red and y for green and z is defined as following) with angle in…
Big updates today for UDK: * Steam * Colour grading * Updated heightfog * much more Click through to see the entire list of updates for the May UDK. One of the more noteable releases is a showcase on some titles being created with the UDK. Here's the list released today from Epic. * Angels Fall First: Planetstorm, a…
Xoliul - Keep in mind that Alt+S+Click will work outside of static mesh mode as well, but you won't get the rotation and scale settings that come with it unless you are actually in the mode. DDuckworth - Haha, yes, that is a problem. I've had the "towering" effect with some trees before, and it's not exactly the look I was…
Yes, look in the Channel box with the PolyAutoProj node selected in the object's history (or click the Options box next to Automatic Mapping before applying it, and set the settings in there). Set "Layout Mode" to Overlap and "Scale Mode" to None, then you can adjust the size of the mapping projection by changing the Scale…