All I've got open is StoneFang (The GARGOYLE GARGOYLE mod i'm doing and coding) and OpenArena (GPL game in preperation stages for Q3A source release), both having small plans and small, TINY teams (though OpenArena has accomplished more than stonefang though) and with little demands and orders as i'm too lazy to make them…
Well i don't have a specific target hardware. I just want to make smthing nice. Modulate 2x is almost good, except those awful artefacts due to the divided range. And well i don't see that kind of thing in games. I wonder how to make a nice static lighting on a RT scene like I've seen here.…
I haven't tested this, but something like this will work: import json
import maya.OpenMaya as openmaya dagIter = openmaya.MItDag(openmaya.MItDag.kDepthFirst, openmaya.MFn.kCurve)
output = [] # Iterate through all of the dag nodes and get the curves.
while not dagIter.isDone(): curveIter =…
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If you're trying to make a full game with a lot of features that one would expect from a racing game, you'll almost certainly have to touch code at one point or another. Blueprint and PlayMaker are both excellent visual scripting tools which can allow non-programmers to make game prototypes, but I think it would be very…
Hello! Ive been looking for help with a project of mine. I am working on a mod for a Unity-run mobile game called Dragon Quest VIII. one part of my project is including adding a new model to the game acting as an armor set for the main character to display when wearing a specific Armor Set. for the purpose of this, I wish…
I have been trying to decide how to proceed on learning game-design for a bit, and I figured it would be best to get some advice as I have no real experience in this. I have made a few levels using UE4, but I have no experience in coding. That said, Unity is supposedly(?) easier to pick up and learn to code in? So here is…
So after recently viewing some of Tor Fricks workflow, I really want to try and customize my workflow to really speed up production. I've often used hotkeys before but not in the way that I've recently seen most effective. A good example is how in Tors get faster with modo tutorial, he has hot keyed the ability to bevel…
Texture are compressed regarding they size defined in the graph. So if you save your graph as relative to parent and that your texture is also at this size (relative), you final texture in the sbsar will be compressed at 256x256. To ensure you keep the original file size (if needed), set the texture node as absolute to the…