Thanks everyone! Are people still having speed issues with the site? I've tried it from home on my older computer downstairs and at work and it seems acceptable as the full size images are 440k and I saw on Poop's site that he uses .gif files for thumbnails so I tried that and was able to half the file size for each…
You need a post processing volume - this might help not actually watched it... http://www.wonderhowto.com/how-to/video/how-to-create-a-post-process-volume-in-ut3-197069/
It's a virgin hammer made out of cement, that has only recently killed a bright red paint can. Suggestions: If its metal, work on the specularity. If its stone, work on the bump. Either metal or stone, bevel the edges and smooth it out. We aren't stuck in 1995 and the extra polys won't kill someones system, but they sure…
Hi Guys & the odd Gal you can find the answers to a lot of your problems/questions here in the .INI tweaking theread... http://forums.beyondunreal.com/showthread.php?t=191933 and also here http://planetunreal.gamespy.com/View.php?view=Articles.Detail&id=109
Not too shabby, but it needs work. The modeling is pretty solid and the legs look great! Crits: - As mentioned previously, the face is too wide. For a "realistic sci-fi feel" the width is telling us Wile-E-Coyote. Check out some proper wolf/dog/coyote reference and maybe do a search for werewolf/wolfman/lycan ref also,…
Then he's not wrong but not informed completely :P Texel scale is basically the number of pixels per unit or in real world it would be DPI. Just check your unit height in engine/tool and check your texture size, there you go. Reference Values would be: Half-Life (GoldSource) used 1 Pixel per 1 Unit (typicall Wall height…
SCAD has had that degree since 1995, so it may be crap now but I heard it was great at the time. I was going to go there for that when I was trying to become a Comic Book Artist. I think Poop graduated from there, so you might want to ask him about it. www.scad.edu The cons of that school is that it's expensive as hell to…
http://www.groundzeromod.net/~public/groundzero_2_6_06.zip This is a very early prototype we've released to the public. Intention is to roughly demonstrate the form of turn/action-point based combat, and introduce a few other features. We are aware of numerous bugs and glitches, but plan on releasing occasional iterations…
Also, it was 1985 when it was written. If your computer had a password at all, that was tough stuff. I thought it was enjoyable, though it missed a few key notes. You can tell the director loved the source material, which is about the best we can ask for from a watchmen movie, I guess.