The following could be a goto, people might see a item from a creator they like and have a specific question, might filter out the general questions if they can be targeted, and splits questions into fulltime / part time I suppose. NickName - Occupation - Known for (Their best item?) - Twitter / fb
Loving the game, as an long time Wolf:ET player. It's really growing on me as I get used to that style of gameplay again. Turrets though? Working as intended? If so they really aren't intuitive. Is there some magic trick to make them acquire targets and open fire in a predictable way?
Wow, thanks for all of the helpful comments everyone, I've got a great to-do list now! First up is improving the water, it's picking up a lot of the bright green pixels from my render target 2D so trying to figure out how to fix that first. :)
No you cannot, as all of the deformations are controlled solely by Bone rotation alone. The engine at one time supported Moprh targets, but IT's complcated and involved scripting. For character, it's sleletal bone control, and that's it. However you can bake the simulations in using dynamics and constraints to drive bone…
You're going to want to use Cloth to make morph targets, or attach some bones to the surface of the cloth. Define some key poses every couple frames, and loop it manually... there's no way for a sim to loop correctly, though it may be possible something in Max contains an override to fake it.
Sorry to hear that man. My company has been dumping people like crazy. More recently, it appears that they are targeting people with higher seniority. We assume so they can save more money with less of a headcount reduction. Some of these guys had over 20 years :/
what? making shortcuts for the sake of them? when really it makes no difference at all? and when in fact, keeping as close to the original IP as possible will actually give a BETTER response from your target audience than not? sounds like most design team leaders are retards to me...
[ QUOTE ] yeah, dfacto, makes a "crapload of sense" that you'd try to sell sex games to kids who aren't able to legally purchase them. Good luck to you and Indian_boy selling sex games to 7 year olds, you marketing geniuses [/ QUOTE ] No, I'd sell normal games to 7-17 year olds. With sex games you would lose that market…
Procbuilding is just a tool that places instanced meshes. You'll get a much better result by building a pipeline yourself, using something like Houdini to generate your city layout, indvidiual structure layouts, and generating an appropriate import for your target engine that respects mesh instancing / batching.
In this case you would need 2 parallax functions, one for the bottom and one for the top material. Then just connect the output uvs to your bottom and top uv inputs. But this would be a very expensive material overall. Depending on the target hardware, I would most likely advice to avoid this.