Although i see how the script applies the the edit poly modifier at runtime i added one before just to be sure and hid all faces. Didnt change anything...
Here is the main menu with the character loadout, also showing the difficulty menu where you can select gameplay modifiers Btw we will be at gamescom, so say hello : P
That is correct, modifying the code would be against the license. I'm curious to know what you would like to do though, please hit me on PM/FB/Skype etc.
maybe your looking for "modify > replace objects", which can replace as a instance. when you replace with this method it will let you choose to copy scale and rotations over or not too.
Hi I was working on a similar material before,here's the thread for it- http://www.polycount.com/forum/showthread.php?t=91410 I ended up replicating and modifying springhunt's halftone shader..
You'll need to convert the smooth mesh preview into a "real" mesh before baking and your low poly shouldn't be in smooth preview. Modify>Convert>Smooth Mesh Preview to Polygons.
ASDKJHASD HYPEEEEEEEEEEEEEEEEEEEEEE! Finally I can ditch the crappy boolean modifier On a side note, does anyone know where I can find a list of cool plugins such as this one?
For weldpoints to work the verts got to be exactly at the same position I believe go to brush modifier and turn on weld points there. This will make your curve brush automatically weld the points.
Thanks guys will have a look at that. Just need something similar to the Relax modifier now. As someone who never modelled without the Toolkit I guess this isn't an issue for me.
Source was built and updated from the heavily modified Quake engine they used in Half-Life (GoldSrc), so at least a small part of the code base is from sometime around 1996.