my first mod was called Half-life Street Racing I created 4 cars for the mod until it got shut down because one of the coders copied the code from HL rally.
updated installation to 2.1.5 from 2.1.0 - Windows 7, 1 TB Hard Drive, 16 GB Ram - Photoshop 2015 - Quixel menu comes up - when click on NDO or DDO The button gets highlighted but nothing else happens - no error codes pop up
Hello everyone, In Eclipse news, we have decided to go with a CTF mode to get something out to the community faster. We do have ctf working in game as right now and are working on all assets the coders need first to make it all happen, physics are being also adjusted for fast exciting game play. The mode will be called…
After getting the above code to work by concatenate each string array manually instead of using a for loop to do it. I realize that this method is way too slow. So I decided to use a different approach. Instead of using multiple polySelectConstraint , use only one with a bigger range which selects the uvs covering the tile…
Im also really interested in Papervision3D I think its great! This site here is a great starter kit to the Papervison code; MadVertices I also have been frequenting this site about papervision as well, seems good; http://pv3world.com/blog/ I like papervision a lot more than Sophie3d, Sophie is much (MUCH) easier to get…
Hello, I am trying to streamline hair-cards in Blender and really want to use Fibershop to generate the textures. However when I go to the CGPal website, the website comes up as unsafe. Is it unsafe to download? Are there any good alternatives to Fibershop that work similarly? Thanks
Hey All- I am looking for a full time 3D technical artist- someone who is flexible from python to hard surface modeling, rigging to makerbots. We have a super fast paced environment working from concept to prototype, and on the regular you will be tasked with prepping 3d models for everything from export to unity for…
Doesn't some of the bugs or issues with 1.8.xxx come from photoshop updating their software, changing api's ect... Won't their always be conflicts with 2.xx.x in that aspect of it? Or does Adobe calibrate changes in code and api's with vendors who make plugins for them?
Couldn't get this to work, and I don't have time to learn code. Are there nodes in Shader Forge that are equivalent to Unreal's Camera World Position and Object World Position? I already built a mockup in UDK, I just need to transfer the results into Unity.
Regarding unreal engine you can easily translate the code to material nodes. I've done this for UE3 and it should work for UE4 just the same. http://www.abload.de/img/blendnormals_rnm019yu1w.png http://oliverm-h.blogspot.de/2014/01/ue3udk-mixing-normal-maps.html