I am trying to wrap up the loose ends in various tools in Wall Worm. Almost all of these functions that are left to finish involve UVW... and are stalled due to my own poor math skills. One dilemma is that I do not know how to create UVW coordinates that correctly account for a texture's individual coordinates…
Hello, I'm making a game asset that is going to (essentially) be an open container full of 'rubble'. I have the container modeled and had planned to use cell fracture (on a cube or something) combined with some rigid body physics to fill the container in a natural (ish) kind of way. Most of the pieces will be mid sized.…
@Brian "Panda" Choi for rigging I highly recommend Rigging Dojo, they have a character rigging 101 and facial rigging 101 class that really go in depth and give you good foundations. I'm currently taking the rigging 101 and learning a ton within just the first few weeks.
101 Things I Learned in Architecture School: [ame="https://www.amazon.com/101-Things-Learned-Architecture-School/dp/0262062666"]101 Things I Learned in Architecture School: Matthew Frederick: 9780262062664: Amazon.com: Books[/ame] Good level design thinking in there as well.
Hey All, It has been awhile since I developed a game. I'm developing a Web-based MMORTS. It is going to have a lot of icons. Probably in the range of 200 to 300 icons. I'm debating how to go about getting them. These are the 4 options I can think of. 1.) I like Iconshock icons. I probably could get about 100 of them from…
oh right....i figured it out... i was getting confused because i had the particle count turned on and it said there were 100 on screen and i had the burst set to 100. so i figured it was only doing it once. however, it appears that it evenly divides that 100 amongst the emitting particles. thanks!
It's not about the amount of syllables. Well, part of it is. But in my examples I'm mostly talking about order and consistency. 999 in three languages: English: 9*100 + 9*10 + 9 Dutch: 9*100 + 9 + 9*10 French 9*100 + (4*20)+10 + 9
*always display your model on a 100% black background. it doesn't matter how dark your model's textures are the 100% black will make them pop. *never calibrate your monitor. the only setting you may change, and then only if absolutely needed, is the brightness which must be set to 100%.
I think its important to understand that even though this article tries to make it sound like a crisis is around the corner that is simply not the case. It was my understanding that with out current usage - which is extremely high - we would have another 50 years before things would have to change. I actually seem to…
[ QUOTE ] thanks for the comments! The mod takes place in a modern texas town, so it's not a big problem. [/ QUOTE ] Oh, well that's cool then. [ QUOTE ] I have a question concerning the Winchester reload animation: Does anyone know where the bullets exit? [/ QUOTE ] Yes, and now that you mention it, it looks as if you…