I'm trying to search through files but I can't manage to put file extension from pattern. here's my code:
fn FindAndReplace str fnd rpl = ( addpos = findString str fnd if (addpos != undefined) do (replace str addpos fnd.count rpl)
) fm = openFile "D:\\path\\00BCB111D67783\\1FA83D69D89B24_materials.txt" mode:"rt"
line_cnt =…
Feeds 3 people who aren't pussies concerning spice. 4 large Potato's 1 Tsp of Red Mustard Seeds (they are black) 6 Curry Leaves 1 Flat Tsp of Tumeric 1/2 Tsp of chilli powder 10 Stems of Cilantro (keep the stems) 3 de-seeded chilli Salt (to taste) Freeshly ground black pepper Cooking Oil 1- Cut potatoes into 16ths…
Hi all, I cannot seem to get the scale right between 3ds Max and Cryengine 3, its getting right on my tits!.. In principle its simple, Ive followed this link http://docs.cryengine.com/display/SDKDOC3/Measurement+Reference http://docs.cryengine.com/display/SDKDOC3/Measurement+Reference I understand in CE3 1 unit is equal…
https://www.facebook.com/photo.php?fbid=10150422346445097&set=a.10150422345780097.415917.51752540096&type=1&permPage=1 I knew it Rockstar, ! you gain me 1+ hope point
I've updated this tool now you can use a slider to scale, you can scale down or back up to original, it remembers the original scale //Global variable declaration
i think i finally have it working decently. im currently making a tester script to select those uvs in each catergory small, medium and large. but running into syntax problem //derived from texSortShellsByBounds, uses same idea of combining the shellarea into the shelllist somehow error says $testList hasn't been declared.…
That definitely helps Meteora. I think it was a little more confusing then it needed to be cause I have my model fully optimized in terms of deleting unnecessary faces. s620ex1 - I should probably fill you in on the back story of what me and the guy I'm working on this with are trying to accomplish. I'm doing the block out…
do's:* try to hide UV-seams (i.e hard edges, convex corners, hidden spots,...) * keep things normalized (same pixel density = texel space for all UV shells) * lineup edges or faces if they are close to 90° angles, so pixel borders better loop and connect * keep padding space in mind for Mip Mapping issues (because textures…