had a bit of a doh! moment and a humble brag ;) I wrote a documentation generator a while back to handle my MXS extension function libraries (i tried DOxygen but never really liked it's output). It basicaly works by using embedded xml snippets describing functions and it arguments but also as documentation within the code…
Been playing Mount & Blade Warband recently, and decided to have a crack at learning Python properly by writing an importer for their binary BRF format. Been reverse-engineering the format based on their export script for Python, mostly pretty straightforward so far. Currently I'm just building the raw mesh, next up is…
The device above is now a fully functioning pacman game with 2 levels. [ame]http://www.youtube.com/watch?v=-pZq_VViw3c[/ame] the colors are really washed out in the video :( I made this tonight in about 3 hours. including programing and making animated sprites. [ame]http://www.youtube.com/watch?v=h4MFV-6-v5o[/ame] Its just…
PhysX Toolkit for Houdini: https://youtu.be/yzA-dMCmeok It's a start of bigger project. The end goal is to have (very optimistically, two years from now) complete realtime dynamic solution inside Houdini. On the roadmap are: 0. NVidia PhysX 1. NVidia Flex 2. NVidia Flow 3. NVidia Cataclysm 4. NVidia HairWorks 5. ... plus…
EricChadwick Also it's really time consuming to use thes shortkey AND move the mouse to the dialog (appear in the last stored position) and hot "OK". Normaly you just hit thes shortcut and the edges are stitched. It's like zack-zack-zack and you stitched 3 edges in 1 second. So it's really more longer. And remember: to…
@SimonT "TexLoc" was just a temporary name I had set a long time ago, it is actually "Player Location" fed from the Player Blueprint, the distance field is not a texture, it is a 3 Dimensional gradient generated using math inside the shader, in this case, the Distance Function. "TexLoc" is literally just a vector3…
Hello poly-people, tool I've been working on for the last few weeks: CryENGINE 3 exporter for Softimage (tested with ModTool 7.5 and 2012 SP1) Features:* CGF * CGA + ANM * CHR + CAF * MTL (with physicalization settings) * Batch export * Different Unit setups * User defined animation clips Website:…
I'm not a tech artist (I won't even say I fully understand HLSL/GLSL code) but I decided to make a custom Tri-Planar Projection shader (calculating 6-faces for no mirroring errors) for Marmoset 3 since they now allow for custom shaders. Allows Albedo, normals, roughness, metalness, ao maps for now. I currently have it…
yup, I just put the png/jpg thumb in the db as blob. first I scan the folder and insert new records in the db Then I start the thumbnail generation thread and it updated the records by adding the blob data. You can even start multiple threads which do thumb generation itself. Sqlite can handle this. The real bottleneck…
I am experimenting on this universal but simplified photoshop group exporter . still quite wip I just try to avoid gigantic menu and options, and I want to produce as possible maximum 4 tga pic to do various masking I needed for unreal shader. the script is kinda hardcoded to save to specific area near the PSD file saved…