The loading screen is looking great! I hope you'll do more process gifs for loading screens that you make :) By the way, with what software and tablet are you working? Do you have any special costum brushes? if yes can you give us a download link for them?
Cheers for the advice, For the second it would mean a stopwatch timer activating and becoming visible in the top of the screen after being activated by a box trigger, and would continue to count upwards until the player reaches a second box trigger which stops the timer and displays the final time on screen for a few…
pretty cool, the details are a bit small on those colourful screens on the back, might be a little too small and hard to see on a mobile screen. Do the lens flare/bloom work on mobile? Ive seen lens flare before but not so much bloom on mobile. Are the reflections real time or baked?
[ame=" https://www.youtube.com/watch?v=LnEVWK87MBg"]Screen-shader UDK - YouTube[/ame] Here is a short video of the shader on the screens at work. Eh, a bit laggy, didnt have the same framerate in the video and in the recording, whoops :] The shader is one texture, with a whole lot of masks, clamps and stuff going on :]
3 screens? hehe :) yeah, for actual working I wouldn't have everything on one screen, but for video tutorials it's great to help people keep track of what's going on. i also just realized that in that screenshot I don't have an environment probe in the scene (updating the level just now).
Hm, did it give you the confirmation screen saying they received your entry? I read through the faq, and apparently if you made it to that screen they say it's okay, and they're working on updating it to show the file you submitted instead of a blank entry. As long as it's not having "timeout" issues, it should be okay.
Also, when you have your rotation manipulator in the center of the screen and drag an axis and hold the mouse and move it to the edges of your screen, it will count as smaller margins so you just keep it at the edge and move tiny bits. Instead of actually scaling the manipulators which only get in the way:P
Update! The contrast looks very off compared to what I'm painting on my tablet, even though I've calibrated my screen so many times to check its right! So I'm gonna have to plug another screen in and calibrate that one to compare them all together ....
about 5-10k seems pretty good. Typically an FPS weapon is about as important as a character, since it usually takes up at least as much screen space and possibly more screen time. For a third person shooter I'd cut that down to 500-5,000 depending on the size and complexity of the weapon.
Wouah CB that's nice, I love how it handles the AO map. Is there any intructions available on how to simply convert a model for use in your viewer? Also, I managed to run the Luxinia demos full screen but could figure out how to increase the screen resolution of it. Any hints?