Psyonix is a sweet studio located in Downtown San Diego (three blocks from the Convention Center where ComicCon is held) and we have been making games for over ten years. Right now we are working on a big/rad AAA project with a AAA publisher..but also do smaller games that we want to make. So there is always something…
Since Intel's NDA has lifted on the info of their core duo's, lots of info is spouting out. Anandtech's review is quite good. http://www.anandtech.com/cpuchipsets/showdoc.aspx?i=2795 Take note - the non-overclocked $315 Core Duo E6600 beats AMD's FX-62 chip. At $700 LESS, who the hell wouldn't want one? I'm an AMD fanboy…
Hi guys, i managed to get a render target of a textured model in shader fx (with Kodde's tga pbl shader). But the blur in the red channel causes it to leave some nasty cyan bleeding along the shadowed areas. Is there a way to mask out the blurring in the lit areas? help would be much appreciated!
This is not hard 1. make your SMD, use diffuse texture for real texture name 2. copy your item's original qc file and edit correct directories for example $modelname "items\juggernaut\dota2ready_item_name.mdl" $model "default" "yourSMD.smd" $cdmaterials "models\items\juggernaut" 3.create your vtf/vmt files with vtf edit…
I am trying to make the rotation works properly in FX-maps . Not stretching in non-square textures. Adobe support says I have to use render region and tile region. basically two float4 values to compensate it. I couldn't figure out a thing with how they actually work. Seems doing something totally random. Have anyone ever…