snippet of code added to the composite texture map in max..... and added to enables the "correct" blending of normal maps with the map. from.... would be nice to add something similar to photoshop but I don't know enough about it's sdk to know if it's possible correction, forgetting my shader tech :/
Kwramm, I tried the flash panels back when I was getting into Photoshop scripting and it never worked out. Though I ended up using FlashBuilder or Flex I think and the code of that was just terrible to look at haha. Mind posting like a quick sample file to look at?
here is a quick and dirty script to make the named material groups createMat.jsx should help with naming problems since it takes human error out of it, and is quicker. Trying to learn about panels, and will work out other features during the week, so i can bundle it all into a panel in the photoshop UI.
My workflow for skydomes always included getting a tiling sky panorama and apply a polar coordinates filter in Photoshop. However, the polar coordinates filter robs the image of half its resolution. Radial ripple effects in UDK have traditionally been made using panning textures on circular polygonal meshes, but even if…
Wrote another useless photoshop CS3 script :) This one toggles between standard and full screen (with menu bar), instead of cycling between all the modes. (I only use these two anyway) Download qToggles_v0.2 I wanna see if I can somehow map these two scripts to normal keyboard keys like O and F.
I appreciate the help Kwramm, I'll make sure to poke you if I get stuck. I'm currently installing FlashDevelop, hopefully I'll have a panel made this evening. :) Edit* I thought it would be easier with the installation. If I have FlashDevelop installed, what do I not have in regards to make a Flash panel for Photoshop?…
been working again on TexRipper, it will be part now of ShoeBox which makes it easier to support clipboard and multiple file format support. I hope to release this one soon. Another tool that has been added recently is a PSD splitter Yes it can export HTML files with a pixel perfect photoshop layer reconstruction. No…
[ame="http://www.youtube.com/watch?v=XFigOjrI8ZI"]PS_Flipbook_Tools_Demonstration - YouTube[/ame] I've just polished these atlas texture Photoshop scripts a bit, it now auto-fills in the grid width/height fields based on number of images (still editable). And made them generally a bit more foolproof. EDIT: Checkbox now…
The problem you had with the texture being different in Unreal vs Photoshop... this may just be the SRGB texture setting. The algorithmic approach you are using will give smoother results than a compressed texture. +Not to undo your hard work, UDK has a material function already you could use to do this, it might be a bit…
I've created a Photoshop Panel with some scripts. You can check a short tutorial on how it works here: [ame="http://www.youtube.com/watch?v=M02FFGuzVpA"]helpBCM part1 - YouTube[/ame] [ame="http://www.youtube.com/watch?v=JMLNMlKIBrE"]helpBCM part2 - YouTube[/ame] To download it go here:…