http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf So, lets see if someone a bit smarter than me can figure this out. I had a bit of a chat with Jeff(from 8ml) about this and have a vague understanding, but would love to know what other people thought about it/if you understand any of it and what it really means, from…
Perhaps I should post this in the building PC thread, but can anybody say anything about this RAID device? https://www.amazon.com/dp/B09Y924XRD It was recommended from Puget Systems which is where I got my desktop from. This is two hard drives which I understand would allow you to do a Raid 0 or Raid 1 type of setup. Raid…
Mirror's edge is usually only 1 color or 1 main color with minor touches of second contrasting color. I'm treating the two levels as separate areas. The idea was if it was playable you would go from one color scheme to a totally different one. Similar to what they do in Mirrors when going from exterior to interior levels.…
People can wait to buy the game for cheaper and not have to dabble in second hand sales, or pay up the project 10 check. That's all I have to say, either learn patience or buy the game day 1, no need to wait for one of your rich friends to get bored with a game then take it off him for less money, that's cheating from a…
r_fletch_r: Well... because I don't have UDK yet. :poly139: SpeCter: Yes, I know that but what I want to know is not the display units but the system units. Display units mean nothing if your system units are wrong. Maybe I am being a bit too vague? I know that the generic units and UU units are probably the same and that…
http://forums.tf2maps.net/downloads.php?do=file&id=801 This dev pack has .psd templates for grid, wall and player height ref. You can drop whatever color you want. It would be kind of cool if the grid and lettering where on a opacity mapped composite map layer, and a procedural color could be picked for the main underlying…
The texture looks blurry, perhaps not tiled enough. If you're not using a multitexture approach, then I would tile the rock normalmap something like 3 to 4 times vertically from the floor to the roof, and in the horizontal to match so the aspect ratio is 1/1. It's still gonna be blurry tho from the player's perspective…
@justin -- I actually made the grass blades in photoshop using the eliptical marquee tool and cloning them around, and it never even crossed my mind how incredibly similar my result looks to the grass brush :( Probably a good idea to just start from square 1 on the grass I guess, "grass brush" is the last thing I want…
The method you are considering would be really slow and difficult. I think the best method is to print both lists at the same time and then combine them. See below. ( --CREATE A DATA STRUCT struct gameObject ( name = "", positions = #(), rotations = #() ) --SAVE THE CURRENT SELECTION selObjects =…
Hi again, I had some free time, so here is the script with a simple interface. rollout rolTest "Sel Back Faces"(-- Filter Functions ------------------------------------------------------------ function filterObj item = ( ((classOf item) == Editable_Poly) or ((classOf item) == Editable_Mesh) ) function filterCamera item =…