Well, for now, what I've end up doing is going in the keymapping and swapping the "X/Y/Z axis" keybind with the corresponding "X/Y/Z plane". So for instance "Y Axis" is now "Shift+Y" and "Y Plane" is simply "Y" This way the workflow is "Drag -> Y -> Drag -> Y ..." which is far simpler than repeating Shift+Y, still not as…
El estilo de juego por lo que e podido observar seria en plan el abismo de los lamentos (por ser solo 1 calle con torres y con solo 1 camino para llegar al nexo y destruirlo) + El bosque retorcido (por tener una jungla en comun [bueno en el bosque hay 2 trozos de jungla separados pero se pueden llegar rapidamente de una a…
I will absolutely look into doing clear-coat when I try to optimize this down. Thanks for the replies! I am back with an update. I spent most of yesterday refactoring my previous result, with a refocus on pushing PBR and trusting it over curating a certain look. I also dug an old reflector out of the garage and studied it,…
[I've posted this on the Crydev site, but I'm pretty desperate to figure this out as it's really starting to hold up my environment now.] After watching the free video from Simon Fuchs on Eat3D, I've been baking normal maps using xNormal with the X+ Y- Z+ settings. But these normal maps actually appear incorrect in the…
Hey Erik, The reason I asked about the normals is you have your Y axis facing the wrong way for the Crydev engine. (Cryengine uses -Y) Try taking your normal map into photoshop, go to the Channels pallette, Highlight the green channel and hit Ctrl+I. Save it out to the engine. Do a before and after pic for comparasion. Get…
a slight variation or how you simplify the geometry.... --********************************************************************************** fn make_cube_side tmesh fi f1verts f2verts matid smg =
( setface tmesh fi f1verts; setEdgeVis tmesh fi 1 true; setEdgeVis tmesh fi 2 true; setFaceMatID tmesh fi matid;…
Hi Everyone, This week's brand new music tracks are: On my Sci-Fi 14 page: "CYBER INNER CITY" - So sad…but maybe useful for a cut-scene. You can listen to it here: https://soundimage.org/wp-content/uploads/2026/01/Cyber-Inner-City.mp3 And download it here: https://soundimage.org/sci-fi-14/ On my Chiptunes 5 page: "THE…
CE uses X+ Y- Z+ so yes you need to make sure you have flip y checked in NDO2 since it is by default (as far as I know) X+ Y+ Z+. HOWEVER, if you take a baked map that already has Y set correctly for CE3 (say from default max y-) and add detail on top with NDO2 using the normal to NDO2 option, be aware that having flip Y…
I wrote once my own binary exporter also for custom engine. The code doesn´t care about modifier´s or whatever is on the stack, all that matters is the final state of the mesh. WHat it does is it takes a snapshot of the mesh/poly (converted to mesh) and read out that data. There was some hack around the UV extraction but I…