If everything is sharing 1 texture, as far as I can remember you don't need to use a multi-sub. Also, make sure you actually have a 2d texture applied to your object when exporting. Never forget ye' old ResetXForm, as well as adding an Edit Poly / Unwrap UVW / Collapse stack before exporting. Man, I miss 2004. That engine…
you could recreate the same technique from UDK that allows for parameters for falloff sharpness, angle and coverage. This is in UE4 but uses a UDK technique (that i sadly can't find good non-404'd resources for. That should help you. Need any extras just ask. (it's controlling an Alpha in a lerp as normal)
Marshkin, it's a bit hard to remember, I actually built the model back in 2004, and just now touched it up for modern rendering. UV's, Textures, materials and lighting took 3 days. And back in the day when I did the modelling I think I remember working on it for like like a week on and off?
I am down if you're okay with a former PNWer (of 4 months) and LA person showing up hehehe My 2D sketch stuff: http://jadeeyepanda.tumblr.com/ I also can rap! (Harmontown ep 204): http://vocaroo.com/i/s0uBSVhFhXPc Also podcast!: https://www.youtube.com/watch?v=gUHAqbZ_GSA
Made this sandbag wall before I know how to bake. Went back to day and tried it on one of the bag. Note that the baked sandbag uv was made really quick just for testing, same goes for the texture. Will be remaking this sandbag wall model :) The regulare sandbag contains 104 Tris compared to the 128 baked.
Thanks, i'll check that layer thing out. There's plenty of sites that provide free motion capture files, this site has collected those files in easy packages! http://www.thetrailerspark.com/index.php?option=com_remository&Itemid=6&func=select&id=1004 I've used mostly files from the ACCAD site..
Aww, yea I'd like to come to the International but I never got a ticket due to all those 404 errors and such. I think maybe those of us who didn't get a ticket should talk to the Valve guys. Maybe we could help out backstage or something. Would be a great experience.
you dont, using metalness its a predetermined value for all non metals. If you want to define specularity of non metals do not use the metalness workflow the most commonly accepted and implemented value is 0.04 reflectivity which in HEX is clost to 0a0a0a I believe. My understanding is that this is the case in TB2 and UE4.
oh, do you have UE3 open while you are trying to change the value? Because that would be the reason why it does not save correctly. You need to close UE3 before you edit the .ini file. And yes .009 would be result in you being able to see it from a greater distance.
Baron Haussmann 0.4 demo Hello everyone, I want to share this Cryengine project with you. It is in progress, I do it in my free time. The purpose of this small demo is to show the SVOTI feature of the CRYENGINE. Keep in mind that it is an early version of the system, and early version of the demo. SVOTI means Sparse Voxel…