aaaaaaaaand your point is.... ? Pior skipping most of the game play and watching the cut scenes is kinda missing the point, I think the involvement in the story becomes more relevant if you actually play the damn thing.. to sit back and take a non committal view of the story line and point out errors in the game is a bit…
@lanfeng1982 - Hi! unfortunately the suite have a problem with special characters in the path, both to where it was installed and where the project is located. What happens is that it cant locate the patterns it uses for texture detail, just like you are experiencing. The crashes might be related to the OS its hard to say,…
That black shade is smoothing errors. As for the rest of it, the chain seems really high poly in comparison. Also, if you want to have normals then you should probably bring things in piece by piece (any junk laying around). The actual building wouldn't translate well so you're best bet is to make some normals for it with…
We use contractors who do this. We get errors with their files all the time. They use the Color Map node (not supported in 2016). When you use 2017 to "Save As 2016" it doesn't remove or convert it into something 2016 understands. So, the material breaks. We also get a Mass FX version warning, thankfully that's harmless.
So, I've still been bashing my head against this brick wall, with no luck so far. Among other things, I've tried importing the SMD files using the Wall Worm plugin for 3DS 2013, but it gives me an error "bone index out of range"... So I'm stuck with FBX for the moment it seems...
I don't have any errors BUT....I can't run a sample levels, those from additional .zip files. The folder structure is kinda obvious, so I copy/paste folders where I believe I should, but after that I can't see any new levels in the editor. Any help will be appreciated.
Now, what i really wanted would be to make the script work when the Show End Result is toggled in with a, let's say, a shell modifier on top. When you put a shell mod, and go to the base editable poly and have the show end result turned on. if you try to you the tool, it spits out an error.
ok,so now i manage to pack that uv's (first time i pack so much pieces in a single texture sheet o_o) & i do a quick bake of the normal/ao to see a preview,of course now is full of error because i don't have set the cage,so take this only as a preview of the rifle =)
From what we can tell from the list, no compatibility issues or errors I might get just simply screwing in and plugging in these components? Logical Increments mentions warnings about CPU/Motherboard compatability and what not, and the last thing I want to deal with is bought components that don't jive :( . Just all…
Damn fine work! I'm curious if you have any tips to give on how you achieved the different materials. Also I looked at your portfolio and you have a misspelling on the title of "assalut gun" and "mamroset toolbag" on your about page. I would suggest you maybe skim for more errors on your site.