crap sometimes the lack of seriousness in my tone dosnt translate into type. they look sweet as is, the art is good, dont let the specs get in the way, unless theyre actually going in game
Think it's mostly DS specs then, I'm not too familiar with the exact limitations, but I figured very low poly and tiny textures and keeping in mind tiny screen would do. Update: Cabinet got an inside and doors + new ammo box
Well all the PSP games I've worked on run smooth and I don't recall things being this low. But, it really depends on the view that these would be seen from. For like Gauntlet type camera these are great. For 1st/3rd person they are probably a bit low. That's what I'm assuming it'd be since it said TF2 in the post. Aside…
Might be due to filtering, I suppose. It looks like you have texture filtering off though. Check your material settings to see if the opacity doesn't have a special setting to filter it or something. What software are you using?
It was intended to work with a file for the color map and a diffrent file for the alfa map (it ignores the alfa channel in the files,it uses just the RGB components),i don't know if the max hlsl parser can use psd files,in max 2008 this kind of files work.
Thanks! It kind of works, but I use mirrored tiling and I can't figure out how to get it working with that. Would there be a way to make it work with .psd files? The diffuse works but alpha makes my model completely invisible with it(it does work with others like .tga)
//If you have problems with viewing objects with alfa maps, I made an fx file that you can use with //max so you can see color maps,alfa maps,vertex paint and vertex alfa without the seams. //Just make a text file call it "something.fx" and paste this text in it then open it from max as a //Directx Shader.…