erm if you want to stop a sine wave from going from -1 to 1 and instead have it 0 - 1 (is that what you are talking about? I am not sure.) multiply it by .5, which effectively halves the range of the wave ( -.5 to .5) then add .5 to it to shift the wave up. to change a wave's speed, I believe it has the option to do that…
a real quick way of fixing this is to double click on the texture itself from your package to open its properties and either; check off 'never stream' and/or set your lod level to -1 or -2 that will do the trick.
oh sorry there is one mistake, you have to invert the surface normal as written in the text i interpreted 3 as the multiply of the SSS Color, to colorize the SSS effekt and then just add that result to the "SSS part 2" if you have that plug it into custom lighting, not diffuse and turn the shader to use custom lighting…
So if the numerical value is less than zero, is that the maximum resolution? Is the LOD bias found in the properties of each asset (dumb question I know, had to ask it though) E.g: -1 equals full resolution (Close LOD/Max resolution), 0 (medium LOD), and +1 (far LOD) ? flkk: where do you type in "tiledshot x"? A screencap…
Nothing special man, I think alot of it is the clamping and corrections I threw in my PP. Other than that, a fairly tight (50??) spec power amount with a constant1 (1.x?) for specular. None of them were long to set up, just real basic functions to show differences in surface type, so theres nothing special going on :(…
Hey guys is there a special command to get a wireframe/shaded or wireframe/lightingonly view rather than the standard "viewmode wireframe" which gives you the wireframe with a black background. I noticed Peris shows one in his UC entry from last year. http://boards.polycount.net/showpost.php?p=843936&postcount=1
ok, so i've done parts 1 + 2. the third i don't really understand, but i'm assuming a constant 3 vector, or a texture sample with whatever colour i want the scatter to be, would work? i've copied your half lambert shader from the TF2 sample you made (thanks :D). but, how do i connect them together? and do they end up…
it won't work on bsp brushes unless they are round which i assume they aren't as it's bsp i guess modelled outlines would drop too, so you need to "blur" your image/zbuffer a gaussian blur is basicly nothing more then moving your screentexture (alpha is zbuffer) into every direction by X Units (0.001 will do) and giving…
Yeah your right about the LERPS they are use full but expensive to use. I work on an MMO and I have had it pounded into my head to not use them as the game has to scale from shader model 3.0 to 2.0 and for some reason they cant scale from one to the other as the LERP is to many instructions for shader model 2.0 ...or…
2 Q's: 1) Everytime I want to delete a mesh/material/texture from one of my packages that I make myself, it keeps telling me something about it's references. Like say I want to remove a mesh, even though I try to delete every single instance of the mesh in the scene, it'll still say it's linked somewhere and won't let me…