Originally Posted by Norman3D That's awesome mLichy! It would be very useful in combination with another script I'm working on. UDK Sync is kind of an experiment. I'm trying to bring 3dsMax and UDK closer together. I think I already posted this video some time ago: UDK Sync 0.2 - YouTube To sum it up. You can take…
cool great feedback. comander_keen: you can shorten the list down in the settings panel what you want to use. But there are indeed still elements who take too much room in the UI. and did not think about the resolution of certain monitors. Renderhjs, you are right, I could maybe just show the main default maps on install…
I really like the idea of Voxels, especially for a simple stylised game, but in Flash especially, from what I've seen pushing enough voxels for a proper game level isn't realistic. When I feel like it, I'll try and get a decent Voxel count running at 60fps on an average rig, though I'm not sure it's possible, especially…
A few months ago I started building myself a 3D engine from scratch, geared 100% towards making games. Well - the engine is almost complete, and this thread would be a good place to post some demos. I joined polycount to learn more about the level design and modelling side of game development by the way. My engine has been…
A few weeks ago I was working on a "double tap" script for max. It is a way to reuse keybinds, press the key once one thing happens, press it again quickly within a narrow window of time and it triggers something else. But I hit a snag with tracking time, but the guys over at TechArtist.org and their knowledge of some…
@RumbleSushi: A web game for a big US company, I am a the developer for this game. The project starts in 3 weeks but I prototyped in advance to convince the directors on the project to go with tech solution instead of a tile based iso engine. My main reason for this was to have more unique graphics (no tile patterns, long…
Thanks for your input. I agree. I think it makes most sense to have it in the tool palette. The thing that is giving me pause is that if I make a SubPallet it goes at the very bottom of all the other menus. Also, I believe you have to have a Tool already selected to activate the other menus in the Tool pallet. With all…
I´ve been working on a ModelViewer/Editor of some sort for Ogre3D for a while now, this is what i got so far: Current Features: - Only supports Ogre .mesh files and predefined materials. - Changing light colors and their positions(only orbit around predefined points for now) - Standard viewport navigation(Pan,Zoom, Move) -…
haha. I could never do the cross eye method :( Hope its not a 3d goatsee :P Is that a less cluttered Max ui you have there? Im probably no expert to comment on this. But pretty much at the start of the summer, I knew jack shit about shaders. Tonnes of people on polycount/tech artists forum pushed me in the right direction.…
Been playing Mount & Blade Warband recently, and decided to have a crack at learning Python properly by writing an importer for their binary BRF format. Been reverse-engineering the format based on their export script for Python, mostly pretty straightforward so far. Currently I'm just building the raw mesh, next up is…