Well yeah I can certainly understand this all. But why would different branches be a bad thing? Instead of creating a mammoth app able to do everything under the sun, why not using the solid polygon editing source code and create some kind of simple, opensource modeling package out of it. It would be lightweight, fast and…
I think this has to do with not only the vertex normals but also how the tangent and binormals are aligned. I think you can handle this either by code or by shaders. A general good rule when it comes to working with normal maps is to bake your normals with the same tangent basis and your engine will be using. I'm not…
I doubt the issue comes from the tutorial, could you please paste your code so we can see what's missing? "i" shoudnt be undefined as i == a number ranging from 1 to obj ( which you should have declared above) number of verts do you declare obj when running the function? ig: fn exportmesh $box001 ($box001 = obj) and so…
XNA is just that - it makes you have the same tools for PC and XBOX dev. It's a pipelining process, removing the need for lots of boring bits of coding and art. i BELEIVE it will standardise file formats and stuff - you hit the export button in max and out pops a game ready model that slots right intot he pipeline. The…
Found a good freeware editor, http://www.html-kit.com. Love the custom-hotkeyable functions. Dreamweaver was auto-completing incorrectly, adding semicolons to the ends of special characters (the TM one) everytime I saved the file, which then broke the W3C HTML4.1 validation. It's been fun learning about the ins and outs of…
9 year thread necro, lets go I vaguely remember what this was about. Basically if you save your hotkey file, you can open it up and manually edit the hotkeys. The way the hotkey file is formatted puts all hotkeys between <Code> and </Code> block elements, for example <Code>L</Code> So if you know what hotkey you want to…
Hey, I would like to share this node. the node can blend multiple grayscale inputs together. There are 2 versions of this. One is with one blending mode for all inputs and the other one is blending mode per input. The files are SBS so you can take a look or make changes. If you have any feedback on it let me know.…
My
inspiration for this skin comes from 70-80s comics (SCI-FI) as well as guns
from TV series and movies. For example, flash Gordon (….) Color
coding is red (laser), blue (electricity), yellow (solar energy) and grey that
represents a metal effect. I wanted my drawing to evoke nuclear energy. An Atom
was drew at the back.…
I just released an iPhone and iPad version of this without the pong game and renamed it Art Bomb! In retrospect ARTaSpLoDe! is a pretty terrible name. I also added a black and white mode to make character silhouettes without distractions. Here's a youtube vid of it in action: [ame]…
Currently the SDK only supports custom maps, but we are working on full modding support allowing people to do pretty much whatever they want. Whether that is replacing character/weapon models, making new game modes in code, or doing a total conversion is up to the user. Custom map servers show up as one color, and Modded…