It's been far too long since our last Folk Tale update and as you might expect there is a heap of cool new stuff to share. We've been focused on improving and adding content to create a richer world. There's new characters, an entire new set of hand painted buildings, traps, overhauled zones, new animations, bug fixes and…
So its been a while since I've posted anything and figured I would share what me and everyone here at Treyarch have been working on since we wrapped up all the dlc on Black Ops 2. So I'll be posting all the cool stuff going on with this game in this thread. Hope to play some mp, zombies and now co-op campaign with you guys…
Yes, and this is a major problem with the modern game industry. A publisher who maintained their own R&D department apart from any individual developer would have a major advantage. I'm still not sure why they seem so resistant to the idea. Investing in a communal pool of tools and resources that are made available to all…
Aye Yo Polycount! I wanted to share my latest scene. I have been working on this project in my spare time and really wanted to share it with you all. I have both a breakdown of the scene and a tutorial on how I did procedural generation for foliage and grass in my scene. I couldn't find any tutorials on how to do this so I…
Heh thanks guys for the replies, much appreciated. Ok sounds like the best thing to do is just get stuck in. I must admit even with the little C knowledge I've got, things are kinda familiar and the example code is making sense. I got stumped a bit earlier as it seems like they've made a lot of changes since 2.5, which the…
That's still not possible with 3ds Max, Your viewport layout ist tied into its fixed viewpanel frame and tahts it. No detachable viewport, not more than 4 viewports Max. There were/are some plugins for specific game engines which rendered a view into the scene in a seperate window but that was not a standard Max thing. Via…
Thank you for your reply. Yes that issue with the stack UV shells -function was hotfixed a couple hours after I released v1.2. Download the zip again and things should be working as expected. Turns out one line of code had been deleted by mistake. Regarding exceptions: MEL has a command called "catch" that can be used on…
@scslover Yes because fetching a texture returns a vec4 (RGBA) value. If you look at the generated HLSL code from the material editor this will show as duplicated code (the same expression repeated) but this will be optimised by the assembler. Texture fetches can be expensive so you want to keep this as minimal as you…
nice thought, definitely going to be helpful for those who cant grasp web coding. however, with what you have there, it would take someone maybe 30 minutes to an hour to learn and implement themselves. its plain-jane html site with a tid bit of css (which really isnt needed in this case assuming you are wanting people with…
A game built for web is usually a folder structure containing assets. These assets include an index.html file that shows your game player, the javascript files with the game source code as well as the models, images and sounds. You need to keep this directory structure intact (even when hosted online) so that the game…