Hey thanks Chris :p Means a lot to me ^^! Yeah basically every thing that is checked in the global setting panel, will be baked all with the same process. Kwramm > The options rollout use the default xNormal settings. And in order to prevent cluttering the window into a massive Mess, I've made it react like Zbrush : only 1…
I made a simple Maya script for a very particular situation tonight :P Something like this might be floating around somewhere but I wasn't able to find anything. The script reads the current scenes grid, and saves it to user prefs. It also let's you see the changes immediately in the viewport and grid options box. This gif…
worked on a bitmap comparison algorithm that returns a percentage threshold value of how equal 2 bitmaps are. The way it works is that it computes a difference Bitmap (exludes all pixels that are matching or inverts those that are on the same spot but in different values ) and then counts the sum of each color value as…
Update on my Xnormal Batch tool :) Hadn't touched it in 2months! I'm getting really close to something usable for public :). What's new : - You can set up suffixes and extensions for each file category, used to filter the folders. - All the global settings are saved between sessions (using XML and ini files) - Map Size for…
yes and its to slow for what I needed. With stage 3d there seems to be a new run with shaders on screen space that you can use and or pixel bender 3d filters that seem to run at good performance. But I haven't looked into those yet. Btw. also flash related, this weekend is GameJam, I prepared this prototype of Adobe AIR…
Yeah, I have Clear Text/Files under the top menu button. Then you can also rightclick/remove like I showed. Also, you can set the buffer size, so if u only want to see 2 Images/Links, it will remove the oldest image/link as u add new ones. I just fixed up my Image Preview window, so u can resize it now, and I setup the…
round 25 of klunk verses the cut..... so being a stubborn fool ::smiley: I decided the way forward was to write my own cutting routines as the max sdk ones are so flakey. So I create a testing modifier so I can well test them... but to test the test modifier i thought I would use the buggy max cut routines and if to prove…
Im pretty sure Frostbite is using Enlighten which is a static solution which requires precalculated data. Light Propagation Volumes is what Cryengine 3 uses. Its less accurate than the way Enlighten works, but it doesnt require any precalculated data (although I am using precalculated indirect light occluders which can…
just released a new version of ShoeBox v3.2.0 with some new Bitmap Font features. It can generate an automated optical kerning for any font including non Latin based ones. It shoots rays on each bitmap character to determine its volume of the left and right side of its silhouette. By averaging each side's rays lengths into…
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) -…