Hello all! Been hard at work and I'm happy to announce my second major milestone has been reached - I've gone from rudimentary prototype to finishing what I call the "Core Update" which outlines the basic core combat gameplay. Pretty important stuff! And according to planning, We who are about to Die is about 1/4th the way…
With a color. ;) You might have triggered someone to make that for you, or they might see this as being a small issue. You know the names well enough, you just now associate them with there material slots. Once you got that you can then start to get an understanding of each one and why they are needed and what their limits…
It's already here. There are a multitude of file formats that look and sound just as good as what Blu-Ray provides. http://en.wikipedia.org/wiki/Video_codec Blu-Ray just uses MPEG with some proprietary bits added on. It's not like BR holds a monopoly on 1080p video. Any MPEG video of the same resolution would be identical.…
UPDATE 11 I've had a bit of a pause on this project, but I am back on it for some time! Most of the code was re-written with more scalable structure. That allowed me to get in some nice features like more weapons, AI reactions and most importantly for this thread about 3D a destructible environment. There ain't much of it…
an experimentation fixed some things like the door rivots. realized the normals dont show in unlit mode in udk so had to add some lights temp placement for now. Added some spec but not my actuall spec map yet just a constant.(thanks Johnicus) I also realized my textures look alot different in lit mode as opposed to unlit…
Yes, I tested it yesterday. The values coming out of the node do actually exceed 1 so the clamping happens later - probably in the Shader - and shape splatter is working fine Try popping a histogram range after the node to bring the range back into the 0-1 and use the material scale value to set the height range you want…
I started looking in to making a bunch of glass containers. With all the references I gathered and looking at the scene, I feel like there's going to be a lot of different bottles, jars, vials, etc. The more variation the better; different silhouettes, sizes and such will help make the scene feel busy. But I really didn't…
- There is nothing "not correct" about the areas you outlined in red in the Cyberpunk weapons and the other professional model. - Regardless of a model coming from CAD or being manually crafted and/or retopo-ed (or anything inbetween), making game assets involves knowing how geometry shades and bakes, and requires…
As much as I’d love to see it go open source, my guess is it would probably require a major effort to convert such a large long-running commercial code base over to OSS. Likely they’re encumbered by sublicensed chunks of various components which would never fit GPL or similar. Large codebases are usually a messy hodgepodge…
After Designer I always feel like a breath of fresh air when I go to Blender nodes . To be honest I hate Designer UI . In Blender I just do a stroke across connecting lines with shift or ctrl . In designer i need to click 2-3 times to insert that same damn dot and with heavy graph it gets so unresponsive . Working with…