Gameplay Programmer: LightBox Interactive is looking for talented programmers to join our burgeoning studio. As a gameplay programmer, youll be responsible for collaborating with design, content, and engine teams to produce the high-level runtime code that makes our games a successful reality. Responsibilities include but…
Practically speaking the only really good way to do this is to do it with custom code nodes. I ported the substance designer viewport shader to shader fx a couple of years ago and it was relatively straightforward once I stopped trying to do it purely with shader fx nodes
INFORMATION PACK: https://drive.google.com/open?id=1qnmCFsvLlXr4FDLpYicYfG5OEvcBMAaQ Project overview: Sofa ninja studios feat. The nobody collective is proud to bring to the world a new and cool take on the FPS RPG. Utilizing all the classic gameplay of retro first person shooter games. Our game is a single player first…
I can recommend ShaderTool for actual shader creation. It has a node based interface to set up a pipeline to put stuff into your shader, and then you write actual HLSL/GLSL code, so that part is not node based. It's available on Steam: http://store.steampowered.com/app/314720/
Happy Xmas everyone ! posted these from this thread link NOTE: If you downloaded the previous files from my thread please delete those and add these to the correct directory thanks :) these now use the substance folders. Download Substance Tools Updated where the files go in. now all files go in into the basic substance…
Hey everyone, I’m looking to put together a small team to build a free Five Nights at Freddy’s fan game. This is an unpaid passion project for building portfolios, gaining game dev experience, and making something genuinely creepy. The Game: I am keeping the exact setting and lore under wraps to prevent the idea from being…
Ok, so here's where I am right now. I found a piece of code that looks like it'll recursively go through the existing directory structure of a given folder and collect up all the max files. I'm trying to integrate it with the multires removal code but it just ends up falling apart. thePath = getSavePath() --get a path…
@PolyHertz Justo and I had PMs where I suggested using ribbon functions since those already check for EPoly vs EditablePoly states. @Justo A better way than what I suggested earlier (because ribbon handles vert mode as well) is to not check for face mode, just check if your are in object mode. ( if subObjectLevel == 0 or…
I don't think there is a simple answer to this one because of how max treats editable poly and edit poly as two separate things. They behave similarly but under the hood use different commands. I think what you'll have to do is double up the script. You'll have a check at the beginning that detects which mode you're in and…
Hello! My name is Matt Webb. I am a project lead of a total conversion for the Source engine called SHIFT (http://www.moddb.com/mods/shift) It is an extensive creative racing game using Half-Life 2. Over the years of development, We have worked with modelers like Fabelar, Laurens Corijn, Robert Fletcher, and Onno van…