Nice work! " allowed to share the SFX files" Ofcourse you are allowed to release the SFX. I haven't looked at the code but for readability it helps to properly name the nodes in the Shaderfx graph if you havent already.
Bump Come on guys help me out I am going nuts here trying to get this working I need to know if the problem is in my code or in the way I have rigged the skel
We are looking for an experienced gameplay programmer with excellent coding skills and a good understanding and feel of MMO/RPG game design. Together with a small team of co-workers, you will be joining our mission of creating the next generation of Free-to-Play PC / cross-platform MMORPGs. As a gameplay programmer working…
Ok here's what I've got so far ^ I'm currently attempting Wind Waker style lighting and aided with @SimonT 's very helpful Hyrule Travel Guide I think I've come relatively close. In the article it's proposed that you render a sphere 3 times: Pass 1: only the back faces into a stencil Pass 2: front faces increment the…
Cool project! It seems like you have some AI images on your ref board (not sure since low res). I always recommend people to avoid using "AI references", those are almost always garbage. Especially when it comes to anything robotic/hardsurface. As you said yourself this robot is very iconic, there are tons of references…
Thank you very much Vig, it really helps also for notifications in other IC instruments. If you have an Editable Poly as BaseObject, the script completely disregards what's currently displayed in viewport and consider that geometry, so the vertex snap is based on that faces too and could look off. Do you think it would be…
Building a UI with strings is a terrible way to handle large rollouts. Yes, I know this is what many people do and how it has been done for ages, and many great tools have been written this way (I use some of them). But that doesn't mean it is the best way. What you should really try doing is using SubRollouts. That means,…
Recruitment update: We're still looking for an environment artist, lead animator, and level designer! At this point we're nearly code-locked while we wait for art to come through - our programmers are waiting for you!
Wow, CS5 doesn't have "png.8bi" and I can't find it anywhere. And putting in "SuperPNG.8bi" doesn't change anything. I wonder if they hard-coded the Formats to save which come natively with PS.