Hey guys, I am trying to have my vehicle play an animation when it fires my projectile. What do I need to do for an animation to be triggered when firing my gun on the vehicle? But what script do I edit to tell what animation to play when firing? Here is my UTVehicle_Cannon.uc file: /** * Copyright 1998-2011 Epic Games,…
I have 4 points and their respective positions, i want to be able to calculate each potential combination of swaps i can make with those points. so the first part would be something like thisvertexamount = 4 swaparr = #()for i=1 to vertexamount do( for i2=1 to vertexamount do ( if finditem swaparr [i,i2] == 0 and finditem…
Hey everyone, not sure how populated the Allegorithmic forums are, so posting here as well. I've been having some trouble with FX maps for a while now. While working inside, sometimes the node stops working and the only way to fix it is to close and run Designer again. I've no idea why this keeps happening, sometimes even…
I'm attempting to create my first model for TF2 that will replace the bat, but upon compiling my files, both the Scout's hands and the model itself are invisible in-game. I've used the SourceSDK model viewer to load my model up and this is the preview... This is my .vmt: "VertexLitGeneric"{ "$baseTexture"…
So Mentall Mill seems to be pretty dead. I was trying to get some noob tutorials for it, to help me get started with it. However I was not able to find much. I check the help files briefly and that didnt help much. I have experience with node based shader creation, but the simple fact that when I start a new shader it…
Hi, I'm having issues with conversion from height to normal. I baked height map in 3dsmax and linked to SD but when I used Height To Normal node I got very pixelated result. It's strange because I'm using 16bit depth. I've also tried different image formats but still same. I can use Blur Grayscale node but it shouldn't be…
Hi, I've been trying to render a zbrush generated displacement maps using mental ray's subdiv approximation and displacement approximation nodes in maya 2008 SP1. I've used scott spencer's method, and have been able to get the displacement looking fine with no seams, HOWEVER it would appear the UV's on the subD surface…
So, apparently this tool works in most cases but not in every case. As you can see in the next image I've got a new example: The bottom mesh is the result of the tool, where some faces along the big curved part are not perfect. The upper mesh is what I should expect on the curved part in terms of shading. Apparently these…
@ReMix3D Yes, some kind of built-in support for edge padding would be great indeed. Thanks! I always wanted to publicly release the source code alongside the plugin, but never got around it as the code needs some cleanup first (mainly remove dependencies on other personal projects). I'll give it a shot over the weekend.…
Hm, wonder if anyone uses this anymore? I found out about it, got curious, found no prebuilt plugin for Maya 2016 but found the code on Github. Then I got compiling. Now I have a binary that can be loaded through Plugin Manager, but none of the functions in the compiled code work :/ More info…