jeffrussell: well, you have [0,255] mapping to [-1,1] right jeffrussell: so the math to expand is this: jeffrussell: 2*(tex/255) - 1 jeffrussell: so there's no integer in there that gives you exactly 0 jeffrussell: you can try both 127 and 128 jeffrussell: 127 slightly under 0, 128 slightly over Its interesting that you…
Started a new project! Woop! Still in the blockout phase! Based on a concept from page 137 in the Darksiders 2 Artbook (If anyone knows the name of the artist I'd LOVE to know!)
[ame=" https://www.youtube.com/watch?v=-gP_Q2myNWo&list=PLDA2E243E43CA673B&index=137"]The Apple Tree Feat. The Glitch Mob - YouTube[/ame] 15 minutes of sexy glitch hop :)
I didn't know what unsigned vs. signed means, so I asked one of the programmers here. Here's how he explained it to me. I added emphasis to highlight the meat of the issue... "Actually, we do use signed textures for normal maps, although we dont support loading them at the moment. The unsigned normal maps are converted.…
Hearing reports of the neck falling off the guitar and the drums denting easily. And apparently the strum problem is one of the switches being knocked loose. and how to fix it: http://www.neogaf.com/forum/showpost.php?p=8689883&postcount=137
you can get all technical with finding the right online handle, perhaps make sure it does not mean anything offensive in 137 languages, too. or do it like this guy - http://poopinmymouth.com/ ...not a nickname you would ever forget. B)
One idea would be to colorize your cells with a gradient map (0 127 127 and 255 127 127 on respective side), create a gradient linear 2, and use your cells to drive a vector warp to offset each cell by color. It won't result in a sooth gradient over the whole cell though, like it could be highest at the middle or…