I would move the menu bar below your name/title - the position there is awkward, and it really prevents you from changing the menu much. The general layout is to have your name first in a large (& readable :) font, your title below that in a slightly smaller size, and your contact information off to the far right in a…
global BoneArray global BoneNArray global WeightArray global PasteArray -- Pass the vert id to extract all the weights to arrays fn CopyWeight theVert = ( -- Empty the arrays BoneArray = #() BoneNArray =#() WeightArray = #() theSkin = $.modifiers[#skin] BNumber = skinOps.getVertexWeightCount theSkin theVert BN = BNumber as…
I'm having some odd problems with Photoshop. I need to make a image with precise values in certain quadrants. I have an RGB, 8bpp 1024 map broken up into a 5 by 5 grid of black-to-white value swatches. I need each swatch to be a precise value from 0 to 255. Then I want to take this image as one channel (still with these…
The best way i know of is to add more terrain in photoshop. If your heightmap is 2048 then make another heightmap that is 4096 and blend the 2 in photoshop with a layer mask. Try and make the borders for the "background" heightmap roughly the same height as the edges of your "gameplay" heightmap. That way when you paint…
Hey guys we worked on a new feature for our SSAA tool which you can use to make really nice screenshots in Unity The cool thing is that you can work as usual on your scene in a small Unity workspace window, but take a screenshot in the size and format you want any time. So you could be working in 550 x 550 and then make a…
I imagined the game as a third-person, with the camera being close to the player, at his back except for cutscenes. The game takes place in a gigantic hollow meteorite, full of caves and canyons. These rocks I want to make are the walls of the caves and canyons. Think that maybe the boundaries of the meteorite (projected…
one of the dontnod programmers released a sort of ok chart of some gloss values for use with your typical "physically based" shader. http://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/. I think kodde made a chart like this with his similar shader. what i usually do when i'm unsure is find a…
I have the following code (from the UDN Mouse Interface tutorial): MouseInterfacePlayerController.ucclass MouseInterfacePlayerController extends PlayerController;// Null this functionfunction UpdateRotation(float DeltaTime);{ local MouseInterfacePlayerInput MouseInterfacePlayerInput; local IntPoint MousePosition; // Cast…