so far i see, engine and artists, so who is going to make the game? neither assets nor the engine to display them are a game, aer you guys going to work on the gameplay code as well? For "casual" artists to be able to create a game without coders you'd need at least a visual scripting environment to like a nodebased event…
Thank you for your kind words! It was a blast making this, and the Valve supplied PDS and script were a joy to work with. The lights were the most difficult part, as I had to estimate possitions due to the lower resolution smart objects. Anyway, it was fun and I will be making more when I get the time. PS: Please vote in…
I didn't read the whole thread but I saw the videos already, and this is probably a bad anim set / script / state machine applied on these characters. embarrassing :/ But should be very easy to fix and I'm sure this should come in the next patch. Though this could mean some things might not have been properly qa tested...…
TA covers a very wide remit - we've got people with the title working directly on render code all the way through various pipeline tools to straightforward rigging and small scale scripting. If there's a clear divide anywhere it's that they're payed less than the programmers they work alongside ;) Like earthquake says,…
Honestly I would avoid action script. I know some use it for rapid prototyping but flash is on its way out. Better to learn and use something with a bit more long term value. Unity is great, so is UDK. I would like to note as well that the guys who made Torchlight used Ogre3d (free) for its rendering engine.
Very nice, just bought it. I'm about 2 days into a project and this will get used heavily. Your quad-chamfer modifier has already saved me hours of work, and this will make things go even faster. Will have to spring for the quad-cap modifier at some point as well. You make great plugins and scripts, keep up the good work.
Are you talking about wearing those cheesey glasses, or about the general use of 3d in films? Personally I hate the glasses, that's for kids, but I love to see well done cgi effects. The only thing that annoys me is when the director and or producer decides that the storyline and scripting isn't as important as wowing you…
What program are you using? There are scripts to auto-scale UVs to a specific texel target. One thing to do is grab a character from the pipeline and insert it into a 'texel setup' scene. Just have the character and a mockup wall with a brick texture at your 256. You can then import assets into this scene to gauge the…
@EminentSun Thanks ( ^▽^)/ And ya that hierarchy, was totally not designed to be easily understood for anyone outside of the original team who created it. Especially how scripts/components they use to control the scene with are linked together; don't get me started on that ╮ (•˘︿ ˘• ) ╭ but... I should not be one to talk,…
bone tools works on multiple selections. if you've already skinned it, turn off always deform, reset the scale and turn it back on again. setting/getting bone scale from script is a little weird iirc. I was making a jellyfish rig recently and it did stuff I wasn't expecting. Sadly I have no memory of what I did to resolve…