This is the reply I got from a 11secondclub mod. "In regards to your question about auto-embedding, a lot of forum software will do that for you now (with plugins). The way we do it is that we a have a parser that runs before each post is displayed. It searches for links to YouTube/Vimeo/.mov files/etc. We then replace…
I've decided to say "screw you alpha blending" - our engine here at work does alpha testing anyways so why bother with other techniques. replace your blend code with alpha test code - seems to work in preliminary tests across all situations and isnt influenced by mayas viewport Shading>Object Transparency Sorting or…
Just a heads up DO NOT ENTER THE CODE UNLESS YOU ARE 100% BUYING THAT PRODUCT AT THAT TIME. I messed up and check the code worked then I switched the product I wanted to buy and now it says I have used the code without purchasing anything :( Edit: Also how do I upgrade my licence from Academic to something else or does…
I have a Titan X, the latest windows update (1809), the latest drivers (430.39), and added -dx12 to the end of the 4.22 shortcut path after the quotation marks in the windows properties menu. I also set the SkinCache and raytracing variables to 1 in the Console Variables "ini" file. Still no dice. I also tried the Justice…
Hello Polycount! Over the last year (plus a few months), I've been working away at an iOS game alongside a great team, and it's finally come out. It's been quite a journey - we tried to raise funds via Indiegogo (this is before Kickstarter came to Canada), and had little luck. Despite the failed fundraising campaign, we…
Hi ! I'm trying to make a script that displays the drawcalls count of a selection. It only works on editable poly for now. I'm looping through the mesh to get all mat id. global winWidth = (gw.getWinSizeX() / 2 - 20) global drawcalls = "Drawcalls: " fn GW_displayDrawCalls evt nodes= ( fn getDrawCalls dc_selObj = (…
Basically I want to achieve the following - the only difference being that I want it to work { VertexShader = compile vs_3_0 VS(g_LightPos); CullMode = ccw; ZEnable = true; ZWriteEnable = true; AlphaBlendEnable = true; if(g_enableAdditive) { SrcBlend = One; DestBlend = One; } else { SrcBlend = SrcAlpha; DestBlend =…
My first Unreal Script Editor Description: Unreal X-Editor is my new editor for creating/editing Unreal Script files. Unreal X-Editor is packed with rich features that makes Unreal Scripting easier for both beginners and experts. Listed are the features of Unreal X-Editor. Features:* Class Tree Viewer * Autocomplete *…
My prototype of better Expert Mode for 3ds Max - FullScreenModeScript. It has still some bugs when you are using user defined toolbars it doesn't hide them like main toolbar because I don't know how to handle toolbars and operate with them - tried windows.getMAXHWND but didn't find solution. Code: -- FullscreenModeScript…
Previous & Table of Contents This setup tints the specularity looking straight on and leaves it achromatic at the edges, which is accurate. How about a rough plastic now? At a first glance, this might look OK to some of you, but it's actually got too much specularity around the edges. If you observe some real-world rough…