@ParadoxTLH- Yeah I thought so too but the regular messer doesn't even touch his hand :/ . I do in fact have mine a bit longer than theirs. @Jackalope- Their messer is the same direction: Maybe I'm just using the wrong anim set? 3p_longsword [125]. Or it's supposed to be that way... Any thoughts?
I actually put 120 hours in MW2 just to get to level 70, not even prestiging. I was okay, sometimes won, but could get owned by better players regularly. And uhh, reading previous posts: calm down odium, you sound like a 14 year old troll from gametrailers or something.
I too remember 125 FPS being a magical number in quake 3, and only now was I curious enough to google why. Apparently in q3 (but not Quake Live) the physics engine was framerate-dependent and due to the way it calculated gravity and movement, having certain framerates actually provided an advantage to movement and jumping.…
I've been running an AMD Phenom 6 core 1100, 16 gb Ram, 120 GB SSD and a Nvidia 570 GTX selfbuilt for about half a year now, and it cost me maybe 700 Euros (with mobo/couple of other gadgets). Runs everything real sweet-like. Build it yourself man.
I remembered this from our old project. Man, the new verision in UDK is quite a bit sharper than this but at the time, this was pretty kickin in UT2k4 when we did the test runs. got roughly 65-75 fps on a 128 mb Nvidia agp. on the old 600 PIII. Man this takes me back.
Edge padding requires two things... An Alpha Render Output (there should be one in the scene by default). This is what it keys the border expansion off. And the padding to be upped (defaults to 3 pixels) - that's in System > Preferences > Rendering / Final Rendering > Bake UV Border Size... you can set it to something like…
Size includes textures though, and those textures may be used elsewhere as well etc. If you use switches you can disable part of the master material to save instructions. 122 instructions is doable and not too over the top. I would stick to what you have and go work for workflow speed in this case.
holy crap man, is that really 12k polys? there's gotta be other stuff in that scene, right? something like that should not be an eighth of that, unless i'm missing something or reading this wrong. what texture sizes ya using, if I may ask? it looks sweet so far, but I just thought I'd bring it up.
i would go 72 dpi. but make your res something divisible by 128. for most of my textures, i start painting at 2048 x 2048 depending on what im working on. if it needs to be scaled down then thats no problem, but usually i just leave it. most games nowadays use 2048 textures.
Got my copy, getting the DLC and installing the game to my 120 gig hdd now. Gotta say, the box is by far the snazziest I've seen yet, feels like I've actually just bought some expensive car. Kudos to the packaging team for a touch of class and not using those godawful metal tins.