Here is a bit of an explanation about how you would do the hard blend with the vertex colors. There are other techniques as well, but their one is likely this. I mentioned that "if" thing, that gives you the fully hard alpha, so its actually very simple. This is what your if would do: A= height A B= height B A>B = 0 A>=B =…
Like always, IT DEPENDS Just google around, see what game developers blog about and get inspired. Just today for example:* Blur showed some of their deformation debugging stuff http://www.gametrailers.com/video/bizarre-creations-blur/62635 (1:10 for example, they seem to use some kind of array of dots or sphere volumes to…
This is basically what I was referring to. I'm at home on break without UDK or 3ds Max for the next week, but I'll try to explain it the best I can. First, you'll want to build your entire foliage mesh in 3ds Max, and have all your alpha plane placement finalized. Once you have that done, download this script called…
BTW, I'd recommend looking into the context-sensitive marking menus before getting too used to hotkeys for everything - I've found it can be a lot faster in some cases (and doesn't require hunting through the hotkey menu for commands!). Basically if you have a mesh selected, right-click on it and you will get a radial…
I believe the "Line" your speaking of in reality is due to rendering. What that is most likely is you deleted a selection with a thin edge hidden in between resulting in there being to vertices not connected to the mesh. If this is the case go to editable poly Click vertex's and select those followed by delete. A lot of…
In the end you can move the object by selecting local axis and move it to specified distance. But if we start talking about trigonometry, if you rotate an object lets say 15degrees and move it 10cm in the local direction, it wil automatically wont be able to snap to the grid, it will be off in every axis. So if you want…
Looking good and those are nice modular pieces! It would be interesting to see some of the individual pieces. Are the windows 64 units wide or what did you choose for snapping grid? I usually like my pivot on the lower left vertex, instead of the center; makes snaping easier. This first building is coming together very…
Shuriken, from memory, alters colours and what not by vertex, and if you're doing additional vertex stuff it would obviously be affected by that. Which means any further changes to vertex colour and position will still work, but the warping will only affect what is in the sampler that uses those UVs (per-pixel). In…
@Athomield-I downloaded a copy of Blender from their website to investigate this.Turns out you are very correct.The mesh- circle does not have a face,it's just a circle with edges and vertices like a curve,u can also extrude a vertex from a vertex forming one edge connecting the two vertices in the process,no faces.Thats…
I started using CryEngine a few months ago and it's become my favorite engine over UDK. I did miss the material editor at first, but what materials are you creating that you can't recreate in CryEngine? Most things can be split up into sub-materials for some of the complex materials that need multiple texture effects,…