Here is an interview from G4 TV about our game and our E3 teaser trailer. http://e3.g4tv.com/videos/46425/E3-2010-Hunted-The-Demons-Forge-E3-Trailer/#video-46383 http://e3.g4tv.com/videos/46425/E3-2010-Hunted-The-Demons-Forge-E3-Trailer/
Hi, In my #MEL command browse button is not working I'm getting an error // Error: line 56: Object 'rsTxtPath' not found. ANY IDEA? proc ScreenCaptureWin() { global string $rsTxtPath, $rsTxtName; string $sn = `file -q -sn`; string $cfp = `dirname( $sn )`; if (`window -exists ScreenCapture`) //closes window if already open…
My modo has fbx versions 2006.1, 2010, and 2013 for exporting. 2013 is just... not good. I always use 2010 and ignore the outdated fbx version warning because I've never had any issues with it.
Make the tightest shadows 100% black and the tightest highlights 100% white, it will give it more depth, and feel more like metal, whereas right now it seems the contrast makes it feel like it was made out of brick.
with the difference in lighting from the planet to the ship i would say its from a space sation or another ship "While shepeiro's paintover might not be 100% accurate either" my paintovers are 100 % FACT ;-)
Yeah, my point is that if future engines can handle 100 million triangles on screen, you shouldn't put 100 million triangles on screen. Wasted triangles for the sake of upping the polycount is a terrible practice.
I was expecting it to be 50, but it turns out you can go beyond that. So I'll have a guess at either 100, or whatever level you end up once all skills turn 100.
Check this out: http://forums.steampowered.com/forums/showthread.php?t=1300631 If it says 100%, it may not actually be 100% because it rounds up. Also bonus items... I was just discussing this with a friend the other day and found that on the steam forums.