part of ShoeBox, I am researching right now some alpha masking tool that tries to extract a straight alpha source (RGBA) out of a matted or flat (RGB) image. It works by etheir providing a 2nd image without the object you want to extract or estimating the background e.g a solid or even background color. Right now I am…
Thanks. Yeah, it should work on Max 9. Im testing on 2012 right now. But I would assume/pretty sure it will have the same performance overall across all.
All of great work here guys! Just released this: [ame]www.youtube.com/watch?v=_MU3M6xqhe4[/ame] The polycount thread is right here: http://www.polycount.com/forum/showthread.php?t=136481
^ Hmm... yeah if it works on faces i'd assume it works on Verts. My script sort of does that, it collapses the UV down to Poly though and sets the Vert selection if I remember right.
It shouldnt be too hard to lookup uv coords from a raycast hit in max right? I would probably implement this in unity which gives you uv coords for raycasts automatically.
I started doing this yesterday, so this is pretty much all of it atm. Right now it will detect the angle of the wall and make you slide towards it and snap to it. When you go left and right while in-cover and reach the end, it will stop you. That is where I'll have to make him be able to look around the corner or fire. It…
extended some of the level editing scripts to support escalators or lifts and spawning points A maxscript generates in a dirty way right now some source files that are getting compiled within the swf file of the engine.
I figured out how to get a bitmap into a stream in FreeImage, and save/load that from the database. It's actually very fast now :) . All I had to do was, I need to work out some kinks with alpha in the PNG, but overwise, this might work really nicely. Edit: WOW! Caching them originally might be a little slower, need to…