I'll list a few personal picks... PS2 ___ 1.ICO 2.KATAMARY DAMASHII 3.MARK OF KRI 4.METAL GEAR SOLID 2 & 3 5.GUILTY GEAR X2 XBOX ____ 1.NINJA GAIDEN OR NINJA GAIDEN BLACK 2.BURNOUT REVENGE 3.DEAD OR ALIVE ULTIMATE 4.CRIMSON SKIES 5.OTOGI 1 & 2 6.GUILTY GEAR X2 #RELOAD GAMECUBE ________ 1.THE LEGEND OF ZELDA: WIND WAKER…
Got the lighting sorted out, just started a new level then reloaded the saved one and then the changes were updated :) Made a custom collision mesh from seperate boxes all labelled with the correct prefix according to unreal forums within max, now the level won't play, player starts can't be layed down but the mesh does…
heh Keg, thats our VIP customer offer! the Pc version is planned for september release. See how it goes. it takes some doing replacing all those "a" button icons :p About the controls im in agreement on the vehicles. Not that hard to get used to though and i think you can change settings in options? i know you can change…
sod that, add a directx realtime normal mapped shader to your material (presuming your using max, if maya then swap it for a similar) and hit the reload button every few changes, the more you can instantly see the effect of your texturing changes the better you'll get, plus you can see it on the actual mesh with no render…
Hi guys. So i've noticed this behaviour a few times now and i am wondering if this is just a bug, and if so, is there is a way around it, or if i am missing out on a feature. Win10 (latest) Maya 2018.4 With the image below i tried to capture what happens. I planar map the mesh from the top (Y), then hit "unfold" in the UV…
So i'm pretty tired of this problem, maybe someone knows whats going on... Every time i load up my scene maya seems to try and load textures from the original directory that had been assigned to that shader, even though the scene has been saved over and over with the correctly updated path Example: Original diffuse texture…
The Mod Ok my romoate and I have started a mod for quake 3 arena titled Speedball. Speedball is an attempt at realistic paintballing mod that will have many guns, players and maps.We currently have 1 gun model done and 1 beta test map aswell, all after about 4 days of work. We will not giveup till our mod is done. The Job…
I'm a huge fan of the Quake series, Quake3 being my favorite. Quake2 I dig, but they really went in a slow direction, gameplay-wise. The physics so far (multiplayer) seem to be identical to Quake3 so that makes me a happy camper. I thought the RL was a little weak in the feedback dept. and the reload anim looks a little…
Has anyone had success saving layer fx to a smart material you are making? I see that many of the provided smart materials, and all mega scans use Pattern Overlay to put textures on surfaces. Even if all I do is make a layer and add a pattern overlay, and go to save my smart material, this gets discarded. Any thoughts?…
Well, I understand that this is not good enough for Junior Job Portfolio for the game industry ;_; I guess I have to try again. Here are some points that I need to improve: 1. Normal map- I tried.. But, it always ended up some kind of melted chocolate gun. ;_; 2. Material 3. Animation oriented modeling: This modeling is…