It worked, thanks! :) I did hit snags where it didn't seem like the masking mesh was working, but that got fixed once I cleared the old material I had on it. Since I already had stuff connected to opacity in the water material, I found I had to add that input with itself and then combine it with the custom depth nodes with…
For the normal node, I have found that you need to crank up the intensity for it to show. However with a linear gradient, it should show as a solid coloured normal because it is denoting a constant angle. I also see you are blending a flat normal with the result of the normal node to get rid of the alpha, a cleaner…
When I tried to attach the approx editor to the shape node, I noticed there was no shape node in the hypershade? I followed the instructions, and clicked on my mesh and when I hit render, its barely rendering. You think its because its a complex model? Or because I couldnt attach it to a shape node? I screen shotted the…
found the fix for the sdk function.... seems it's a thing with editable mesh interface i.e. when it's being edited so you have to enclose your code with.... MeshDeltaUser* mdu = (owner) ? GetMeshDeltaUserInterface(owner) : NULL; if (mdu && mdu->Editing()) mdu->ExitCommandModes(); ...... if(mdu)…
New build is up on Steam: 1.0.1.1 Change Log * 65 MS of lag removed * Increased the network sync time to 30 times a second from 20 * Quick play button added to the main menu which will join the best server or start a local server if there aren't any good servers to join * Reverse speed increased slightly * Soccer ball…
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 = (…
you say that... but we both know there are many, MANY games out there where normal is code for "tard mode", and hard/nightmare are the real normal/hard modes. why do you think metal gear solid had: easy (unlocked if you failed at normal) normal hard extreme european extreme (only available to europeans) because only…
Yeah I'm sick of this too. I cant even create an account. In firefox I get an Invalid security text.. which i've done 30 times corerctly. And in IE I get invalid game code. Which I've done 3 times with different codes. Fuck this. It's not worth it. Edit: Note the link to create an account is wrong for the preview event on…
I figured this would have been a good time for a code rebuild. 10th iteration, fresh start. But nope. We get the same shitty codebase, rehashed with old "new" features. I love my Max, but come on, Autodesk. Edit mesh is a huge lump in the app's throat, not to mention that the serious code side issues will more than likely…
Hey everyone! I've hit a dead end on my research into this so i'm reaching out to see if maybe someone can help. I'm trying to recreate this effect in Shader Forge in Unity. https://www.youtube.com/watch?v=WgLpyRVbJUE I'm working on a game that has a very painted/ stylized art and this fits way more than a realistic flame.…