Master of Unlocking is correct, DS can do alpha's that fade. I work on DS titles. Alphas are never additive, nor can they be. (hardware restriction) They are always multiplicitive. DS also has issues with Z sorting of alphas that you have to be careful with unless you like random selections for visibility. Usually on…
So that's a target of 256 pixels of texture across a distance of 1 meter in the game. Measure a branch with leaves on it. If the branch is about a meter long, then it should be 256 pixels long. Simple.
Your color divided by 256 = Color value between 0 and 1. For example : 127 (gray) = 127 / 256 = 0.496. Note that our color widget is in linear space (not sRGB as in Photoshop).
damn, those shader settings look daunting!! The bigger of the two matcaps you shared also crashed for me when zooming. I was able to fix it by clearing out the surface bump texture in S3 and also set the CanvasBump scale to 1 just for good measure...it didn't look like there was any noticeable difference in the visual…
i live in Kentucky, debt, welfare and poverty are extremely common. currently helping a professor with a website on the arts in eastern KY, trying to get a grant to really beef up the site and provide a much needed database of the arts/artists in east KY... i.e. 'hey give these kids some money for art programs!'. a lot of…
Ok nevermind it only worked out that way when the boxes were the exact same size. Do boxes need to be in a power of 2 or power of 8? Like 256 x 256 and a certain width?