Hey kids, it's that time again! Today we've got a few things for you game and art related. * Worms Reloaded on Steam * The Force Unleashed 2 - New screenshots * Studio Joho animation Worms Reloaded on Steam If you're an avid Worms fan like myself, you'll be excited about Worms Reloaded coming to Steam tomorrow (August…
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…
Hey thanks Eric! Means a lot coming from you! I appreciate it. Yeah that was an effort to help focus more of the central focal point towards what is going on in the foreground, but I see what you mean! I just made some more adjustments that were nagging me and ended up with this so far. Upon some recommendations, scale…
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.…
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…
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…
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…
@Yourname942 - Actually I didn't code, I couldn't figure it out myself (code confounds me, lol). What I did instead was look at the different areas my characters would have to be in, then created a set of animations for them in 3DS Max to repeat. I then imported the different animations and set up an animation tree with a…