The epic forum says they're working on an all new landscape system - so they've removed foliage, but the suggestion in the thread is to download an earlier version for the time being. http://tinyurl.com/3pgho8l
Ok, finally got some spare time. Will make a sample UPK w/mesh and animations... and put all scripts needed. Need to get some coffee in my system first...
I thought GTA 4 had a decent system in place for stairs and other elevation changes, it looks like it would adjust the foot height dependent on whatever collision you are stepping on.
Dedicated Server They've switched over to a new system for hosting dedicated servers. I haven't messed with it much yet, but it seems to be a welcome improvement over previous gen source games.
You may be in luck. http://kotaku.com/league-of-legends-testing-new-system-for-banning-asshol-1609278423 (It's a short and to the point article I had coincidentally seen just earlier today.)
Damn. I looked the video over again carefully, and it actually does not appear to use Photoshop brushes. It looks like it uses its own unique brush system to paint in 3DO.
It takes 1 second for me to google reflectivity values. As long as you're following the correct PBR pipeline, it takes more effort to intentionally break the system then let it run its course.
hi @trebor777 nice update! :) it definately uselful when work with multiple zbrush subtool , zbrush naming system is quite ... disaster so using those folder will help the pipeline a lot ... :)
there is also the layer system, you can use the number keys or select a layer from the bottom toolbar, and use hte m key to change what layer the currently selected objects are on.
Its not the particle system its something to do with my material as it appears to be... Cause its not applied to other material instances(I have a master material and everything else is a child instance).