Cool it down a few notches people. We don't condone shouting matches here. It looks like this thread might be heading that way. If it does, we'll kindly give out 2 week temporary bans to help people cool off a bit. Please give this part of our rules a read-through.…
This isn't how you'd normally go about asking for advice, let alone on a forum you're new to. Come back when you can show us what you've tried, and that you've at least tried to find information for yourself. Hint: Googling would've brought you to the excellent Polycount Wiki, which has an article about Modular environment…
except that it's also £53.20 per month excluding VAT... which is £63.84 per month for us brits. which means we're actually paying $102.69 per month. now, why the fuck would i want to pay double what you're paying, for a digital product where there's no physical handling, shipping, import or other costs involved? no wonder…
@Grimm_Wrecking Sounds like the Merge Vertex Command isn't set correctly for you grimm. I'll be adding in a settings thingamabob later, but for now you can open up the script and at line 631. it sayscmds.polyMergeVertex(fp_Name+".vtx[0:5000000]",d=0.5 ,am=1,ch=1) You can mess around with the part of that line where it says…
It is a nice model, but the numbers aren't what you'll see in a next-gen (PS4/Xbone) racing game. They are actually comparable to those from Forza 3. From the discussion here, http://www.neogaf.com/forum/showthread.php?t=376652&page=178, the numbers they used were: LOD0: 172753 polys LOD1: 45074 polys LOD2: 21802 polys…
Its def. looking better imo. Now I would give it what I call a blob pass, where you add a slight random cloudyness to your textures. I have a cloud brush I use for this in photoshop, but you have to make it really subtle. This will make your textures look less flat. Also, did you really look at that link I sent you?…
Looks like the model doesn't have smoothing groups applied, or else has broken vertex normals. Fix this and re-bake. Also, it's generally best to embed your images directly into your posts. One less barrier to people seeing your images.…
FUCK YEAH!!!!!! Here is what I think is up: AmbientSoundMovable doesn't work over network/lan. The cue you made from the audio file should contain an Attenuation node for falloff. So, no need to place the sound in the level, it's pulled from the UPK. What this does is whoever gets to the switch first (press "E" for use),…