Hi, Again thank you so much for your help. Here is the rough output which I have been trying to figure out from the last 4-5 hours. I modified other Artist script. So, Any mistakes forgive me. Your command is working fine but I have 2 more doubts. (*) If I run the command twice it is replacing the old snapshot which I…
Hello modelers and fellow modders! We are developing a mod called Athena and need Generalists and Environment Artists to help building props, set-pieces and content in general. Athena's code for Multiplayer is complete, so we are merely creating assets and we need some help! It would be preferable if you have experience…
Have you looked at the animation help files in Unity yet? They cover the basics pretty well, it kind of sounds like maybe you haven't read any of these yet. That's the first place I'd recommend checking out. If they deform, it helps to bind them to the same skeleton as the skin, so you can fix/avoid interpenetrations. But…
Yeah, you're right. The timer actually redundant as I commented the first line and nothing happen, the code still works like what I expected. I don't quite understand your point with the "intersect" though, the original code was for making a list of object under the mouse cursor, hence return the array of objects like what…
I think what Shift meant was that you should "Build" your level, not use the terrain mode as there is no reason to. Not sure if this would help though. If you can paint in one area of the landscape there shouldn't really be anything stopping you from painting in another area of the same lanscape when it comes to how the…
Thank you Panupat! really appreciate your coming to the help, but I added the flags but it still crash :'( I am running the script in Maya LT by the way, because some in the team is using Maya LT and my code needs to be in Mel unfortunately. I updated the gist too:…
Hey Eric! For us it was like 6 box bones pe renemy character, so it was like 4*2=8*6=48 tris per character, but the coder said it was quite heavy so.. i kind of said to him to animate into unity. I guess he needs to make a better coding...
I hope I'm not wrong haha. I've visually compared object space and bent normals and they are identical down to the pixel hex code. Can anyone confirm? On a side note, why would one need occlusion information combined with normal information? I haven't come across anything like that before.
Hey, Here you'ill find what you asked for : https://dl.dropbox.com/u/1812933/UDK/CG_CookTorrance.upk It's full HLSL, I didn't make it for being used in game. But it will be straightforward to convert it to node. Code belongs to : http://content.gpwiki.org/index.php/D3DBook:%28Lighting%29_Cook-Torrance
Yes , finally You did it. Cool character,...download is done but I have some problem. "pm_thirdperson 0 (or 1)" doesn't work to me in multiplayer mode. So how can I see her ? There's another code ? B R A V O thanks