Not sure but maybe you didn't do something correctly. Did you got the noise pattern with the 16 bits method? Because thats what you should get after converting it back to 8 bits. It should dither out. It would look like its grainy.
Depends what version of Maya you have. I know the newer ones have something called "Make Live" which you can apply to a surface and it then becomes used for snapping anything else to, seems to work pretty well. I think that's in Maya 7 and 8.
I'm on [EN] Eltharion with a level 8 Swordmaster. I picked Order, for which I'm glad since the Order queue last night was just 200 people, while the Destruction one around 480+. Seriously, what's so bloody awesome about the Destruction side..? :P
I've got a livestream channel up JM3D ignore the 15 minute video, I had my channel open in another window so it's an endless loop! I'm gonna eat some din din and I'll be back at 8 (maybe a little preshow banter before that)
funnily i´m playing mi1 for a week on the nokia 5800 per scummVM.. very cool :) btw.. jackblade.. you'r not putting anything in any box.. not as long as my EPIC-grey-in-grey fiends are around ;) no just kidding.. mi2 is darker and still very colorfull.. 8)
it's completely worth it..I have one at work and it's spoiled me Empty actually came across a good way to protect the surface..if you are a hard pressing foo...just go to Hobby lobby and pick up a roll of acetate and cover the screen with it ...I think it was like 8$
Because they link to RapidShare and DepositeFiles which are trying really really hard to get people to sign up, so they dick you around for 8 years when you use their "free" download option. When I finish downloading, I'll mirror them in my dropbox...
Cool powerpoint, worth a look. Now I understand BC7! Thanks for the image arrangemonk. BC7 is still the same old block compression like DXT, but each 4x4 block can use a different mode for allocating the precision, out of 8 modes. Pretty cool idea.
Easy enough. Connect the "outcolor" output of your texture to the "transparency" (or whatever you want to use the alpha for) input of a shader. You'll need to do this manually, as by default it hooks up "outalpha" instead. Works fine for me in the viewport with an 8 bit TGA file with no alpha channel.
Gayness. Thanks for the replies but that is how I made my above screenshot by splitting the center loops and then using the history to offset them correctly. I would have thought there would be a way to do the whole cube at the same time rather than entering the history 8 times.