The FF12 system was real-time and still had the little pointers to select targets. Of course they also had the scripting system so you only had to select targets etc if you wanted to do something specific. I liked the 12 battle system. :( Frank the Avenger
[ QUOTE ] suprore's totally right about this. if you watch The Hidden Fortress, there are two droids that look suspiciously similar to C3P0 and R2D2. and let's not get started on Kurosawa's "jawarus". [/ QUOTE ] Yeah, Lucas actually just babelfished most of Kurosawa's script and figured that nobody would notice.
2.5 should have the interface upgrades your looking for. In addition to a new file browser and redoing all the buttons and menu layouts, they are also planning to add better Python/UI integration so perhaps there will soon be drop-in scripts to customize the interface any way you want.
I remember back in the UE2 days there used to be a script command to do just that; force a tiled rendered of a single frame to get to higher resolutions screenshots. But I have no idea if they removed it from UE3. yes, I know it doesn't help :) edit: busted while typing ;)
Yeah this bugged the hell out of me in 2008. If you crease any edge, there's no going back - you get that massive thick edge display for good. I think there's a script on highend3d for getting rid of it. Still can't believe Autodesk released it with plainly obvious bugs like that.
It's super annoying. I either close it, or render out a quick preview. I bound "Make Preview" to alt-p I use it so much. You can't really relay on the viewport for much sometimes... Hey, Monster, your toolbar/scripts work in 2010 right?
Yeah, collapse and pulling edgeloops out is the way I tend to go. Seneca's unbevel script is really good for it, too - stops volume being lost when you collapse bevels out. Auto stuff only really serves to screw over anything you intended :/
I'll give OMT a try. I'm also going to sit down and work with smooth proxy and see what I can create. Do you use any custom shelve buttons or scripts you've created to speed things up at all? Thanks for the help guys
Ok so I've got the tracks modeled, and in place. wrote a script to place them automatically(which was nice). I've also included the blockout of the hull to put everything in perspective. Like Vig said. its looking too wide. I'll sort that out Critiques they be welcome!
Shading/smoothing groups first, then base those shading/smoothing splits onto your uv splits (which you can then split further if needed). I find that if you do UVs first, and run a script to gen smoothing groups from UV's, you'll come out with not optimal/desired shading.