I got on yesterday just to play for a little bit before I started my work. Bad idea ended up playing for about 4 hours. Me and my buddy were attacked by two heavily geared guys. They thought it was only me so I kept fire on them while my buddy snuck around from behind and took them out. One of them had a tent so we took it…
My guess is that we who can't watch the reel are too lazy to upgrade to Quick Time 7. I know I am, and I have problems with this one and other reels, where I dont get any picture just maybe sound. What I've noticed is that some people tend to have a Quick Time 7 version of their work, aswell as a Quick Time 6 and below…
Hmmm maybe you should understand first what is triangle_strip method : - http://en.wikipedia.org/wiki/Triangle_strip And then how we are create a model with GL_TRIANGLE_STRIP method in openGL : - http://www.falloutsoftware.com/tutorials/gl/gl3.htm (Method is same with QUAD_STRIP) To make it short and easier to understand :…
If you try to pump substance files themselves into an engine, you need to take care of a few things. Some nodes don't work outside of SD, and you can easily make a substance that is way too expensive to calculate in-engine. Unless you have a specific need for publishing substance files to your engine, definitely export…
Oh man. I still think this could be cool, and the designs seem nice... but this would have been so much better in a different engine, I think. I mean, some engines are being adapted to do just this sort of thing and it looks great (Cry engine, UDK) but the visuals seen in that teaser don't really impress me.
Uhm.. what engine are you using? If you're using UDK, you can set up cameras and record from within the engine. Otherwise, some screen capturing tool would work. There are tons out there, some free and some cost money (yep yep). But again, it would be easier if you tell us what engine are you using.
Does anybody know if they plan on porting Darksiders over to the Cryengine or will they just inherit Vigil's engine? I knew some guys at Vigil and they said their in-house engine had some pretty cool features. How does that work exactly? Can Crytek just take what they like from Vigil's engine and merge those features in to…
If you want to make a game environment, the best bet will be to use the terrain feature in a game engine. Which engine do you plan to use? Most engines let you import height maps, and blend maps. You could also use a terrain tool like World Machine to edit the height map by adding roads, etc.
I've only been mapping for the Source engine right now. I havne't tried creating meshes for the engine yet. Source *should* support up to 99 UV channels. We're using the Gamebryo engine to develop our current title (PC,console), and it supports up to 99 UV channels. Source of course, is far more advanced.
Most game engines have LOD systems. For the lowest LOD just use a plane that always faces the camera; most engines also have that functionality. Which engine are you using? Also, for a forest of many trees, you'll need to use Alpha Test instead of smooth alpha. See the Transparency Map link for info why.