Hi odium, The shots and video itself is just a roundabout tour on the level we're currently working on and have yet to include gameplay or fx in it. Also there is no HUD yet. Well the Ogre engine itself doesnt really do much. It is just a rendering engine. But it is a good enough base for us to build our game engine around…
So I think the main issue that it would cause it to update every other render is because of scope. You have the script in global scope. The variable be is used in the function, but defined after it. There were a few other issues. I chopped it up and came up with this, it outputs an updated bitmap to disk every time: ( bp =…
[ QUOTE ] 2 types of Xbox Live: Xbox Live Silver (no subscription required) Xbox Live Gold (subscription benefits) Features for Gold service * Also for Silver # Also for Offline - Seamless transition to Xbox Live account from Xbox to Xbox 360 - Access to MMOs (additional fees may apply) * - Free Xbox Live weekends * -…
Hi! Thanks! This is an asset for a UE4 game. I already have a ballista working with sounds, FX and animations. So I would like to maintain the same level of detail, although the ballista animations are way easier/simple than a catapult. Since is for ue4, it must have an armateur deformer. I still didn't solve the…
Forgot to post this here. A few months ago, I worked on this test cinematic at Digic, where we were benchmarking an rtx quadro kindly provided to us by NVIDIA for a trial period. We were testing both artistic and technical aspects of the card. We did not use all of its memory, but having more than 11 gigs was nice. The…
Cool concepts. I especially like the skeleton guy and the cat eared warrior girl. This is one of those things that kills me because I want to start focusing on FX work...but this could be so much fun. As for the time frame, if you decided on something soon, you could always make the first contest just run longer. Start it…
Thanks for the great comments guys and thanks for the feedback on the thumbnails. Will definately help me chose a direction for the enemies. @imbueFX. Thanks for the offer will keep that in mind. We will be adding particles and shader fx for things like the lava heat haze. We'll be looking at that later in the dev.…
textures can cost quite a bit, in terms of bandwidth especially given the numbers of maps PBR shaders shunts around. Polygons can indeed be expensive still, turn shadows on and your 20k tree is now effectively 40k. So maybe you decide you want shadows to actually appear further than 1m away and you need to start thinking…
Thanks for the tips, now I see it could work interactively. Still it's pretty inconvenient with necessity to switch windows imo. Also I am curious about Stingray . It looks like having PBR output material pretty close to our own. I wonder if it's possible to export HLSL code form ShaderFX the way a programmer could adapt…
Usually rain effects would be done with particles. Both the rain drops, and the circle ripples. You can do particles in realtime in 3ds Max. You can also do a video texture in a shader if you make a sprite sheet, and use the shader to offset the UVs, swapping the images one by one. What a sprite sheet looks like: If you…