Value scale will scale them in global. so scale up will move all keys up, and scale down will move them down.. I need local scale. (by scaling down I want they to get near each other verticaly) something like scaling verts in UV editor..
checking here Sandy Bridge wikipedia page it seems prices are lower than the old i7 (at least on my local shop), how is this? I would like to see some benchmarks, wonder how GTA IV runs in one of these :) I'm still running a Q6600, seems good enought.
i think ill wait for the european launch , but i dont know how much it will be in euros , if it is direct conversion ( like 250 dolars to 250 euro ) ill order one from USA. It is a direct conversion and even cheaper in Japan but you won't be able to play locally bought games on it then.
I think the biggest improvement is in your understanding of good texturing techniques. Just keep thinking structure, localization (big shapes) and eye rest, and you'll have a stellar piece on your hands. My one crit is to really keep an eye on that specular, and to keep pushing it so the materials feel right. Keep it up!!
MAX as in... 3ds max? wow... Did not expect you guys to be using that. That sounds great though. Being able to set everything up in the animation file itself. Damn. Does that mean that each animator owns a hero, since they are all in 1 file? Or do you work locally and then merge into 1 file later?
You can't really unique map this kind of stuff unless you are only going to see it from a distance and you aren't going to have many variations on this building type. For localized variations you would use a vertex paint shader and decals. The cost of all the textures and materials get amortized over a scene.
Here's our game, a local multiplayer game for 4 persons: http://globalgamejam.org/2016/games/potion-party https://www.youtube.com/watch?v=q5A8pq7JmzU We were basically 3 people pumping out assets and one programmer. Always surprised on how much you can actually do within 48h :)
You can also use textools to convert your UVs to 3D mesh then scale the elements of your mesh locally to increase padding then convert back to UVs. If the asset is already textured just use RTT to bake the old UVs without padding to a new UV channel. Saves you having to remodel anything.
See, these games remind me of how pissed off I am that MS seems to have discontinued the wireless wheel. I can't seem to find one locally, ever since I bought Forza 3. I think they were discontinued in preparation of Kinect, which I DON'T WANT for driving games.
You could use a trigger volume and link that to the local rotation of the spring arm for your character. If the player is able to rotate the camera freely before entering the camera volume you will also need to disable use camera rotation from controller inside your blueprint for your player character upon entering the…