Thanks for a nice comment , the floor is like a fake grid to help player use his special ability's. The player would able to select one of the grid blocks and place some stuff there.
So I have the platform tileable meshes, and there are seams every time I tile it. It was set on the grid, and can be instanced perfectly fine along the grid, just the seams are the problem :/ Can someone help me sort this out? Thanks Guys
The checker (pun) grid will show you what your textures will look like with that UV mapping. If you believe that degree of warping on the test grid is unacceptable then change the UVs. I probably would consider that unacceptable - particularly the inconsistent scaling - but it depends on whether that area is really…
Hmm... How about using snap tool in unwrap? You can specify your grid settings in options and then just use snap-to-grid option(Right-bottom corner of unwrap window)
It's worth noting that grids for light maps in UE4 need to use power of 2 minus 2 pixels to get proper grid snapping. http://www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/
global proc pressedBtn(string $btnName){ So I have script where I create a set of buttons layout in a Grid Format. The Buttons are created in a for-loop to save time and effort, they are being parented to Gridlayout. remakeUI proc is suppose to recreate just the buttons. So kinda like reset buttons. Unfortunately, right…
I'm trying to export an fbx from maya and when I import it, it's way too small. Is this an fbx scale issue or a maya grid setting? Also, what are Max's grid settings so I can make Maya reflect them?
If you click+hold, then press and hold shift it'll draw in 45 degree angles. Alternatively, you turn on the "2D Grid" and "Snap To 2D Grid", then rotate it as needed with the top right corner options.
you are still in the zero to one space... you must scale up your uvs and move them to the right... to see the tiles set the grid value to 10 in the uv editor view --> grid optionbox
Have you adjusted your grid size in CryEngine? There are a few different options, you might be on the wrong one. If you can't get the grid spacing right, there's always vertex snapping in the engine too.