iirc quake and the engines derived from it such as goldsrc and source always had changeable fov. So it seems the problem isn't the engine. But descions made by the dev.
It's running on Unreal Engine 3. https://twitter.com/MarkRein/status/209904125813587968 But I really doubt anything from rendering part of engine left here.
Hi, This is not possible to do from Revit to Unreal Engine. They are both two different programs. Best solution is to work from unreal engine and create the materials there.
Hey Torque If you get these limitations by using the source engine why would you want to use it? Why not get ahold of unreal or crysis lite version of the engine? If im not totally mistaken you get the lite(light?) version of the engine by just buying one of the games. Goodluck!
I'm not sure what the problem is. You put the key in. Some lights came on. You started the engine. The lights went off. Sounds normal to me. edit: If there's a problem, the lights will stay on while you're driving. It's normal for lights (brake, oil, engine, etc.) to be on before the engine starts.
Depending on the render engine, there should be an auto LOD system that uses tessellation to work, so the animation would work normally. i think all big engines have a auto LOD system, or you can manually set the LOD meshes and the engine will do the vertex weighting automatically.
Yeah, smoothing splits and UV splits should match up. It depends on the game engine you are using, but the safest bet is to always have them match up. Some engines are okay with having UV splits that aren't smoothing group splits, but a lot of engines automatically create a split there.