https://www.artstation.com/artwork/qJNJE2 The rainy night in the corridor of the Resident Evil Opera House in my fantasy is another huge project. I hope I can complete it smoothly. . . As early as 2021, I made the lobby part. At that time, I basically made assets according to the specifications of UE5. Now I have time to…
I'd like to assign a hotkey to planarize a selection by hitting ctrl+shift+x, y, and z. However, the only function I can find is "make planar" which isn't what I want. Is there a way to assign a hotkey to just the make planar X function? Thanks.
Yea, you shouldn't break user habits, and functionality wise is xnormal not really bad, it just dosnt look post 2000 I like the interpretation, but its missing tons of functionality , and with them it would not look as good anymore I guess
Hey man, thanks for your input! I was a little unsure of the purpose the bolt would serve, so it's great to hear your suggestion for a function! I'll do some more research into bolt mechanisms and hopefully make it at least 'seem' functional.
( unregisterRedrawViewsCallBack fn_ModUICallBack function fn_ModUICallBack = ( print "[Func]:ModUICallback" ) registerRedrawViewsCallBack fn_ModUICallBack ) Always first unregister the function. Don't forget that. You will find more info about this system in the maxscripthelpfile when searching on callback viewport.
You just need to have a custom version of the built in normal from height function. put a fully white heightmap and chain up your sine thing and multiply it on the white heightmaps and its offsets in the function.
Someone mind telling me where in the "Customize UI" menu's i can map graphite functions to hotkeys? All I can find is the "show/hide graphite tools", nowhere the actual functions like SwiftLoop (I REALLY need a hotkey for that).
Going by the content of that file I suspect it's either a fixed function renderer or at least one with no custom shader authoring. You're correct in saying that you need to fix UVs to screen space but if that function isn't exposed there's bugger all the OP can do without extending the engine
I know that this is possibe in marmoset toolbag 1. But I can't find this function in marmoset 2. And I can't use second marmoset toolbag 2 because I need fog effect (marmoset toolbag 1 doesn't gave this function)
@oraeles77 the mod aims to bring a wide set of hand to hand combat functionalities to Arma 3. The core focus of the mod is to bring functional bayonet attachments to the majority of vanilla weapons and some of the weapons from popular mods.