So for a very late update (been a bit busy lately) The W:H for the map is 2:1 but for testing I just exported the maps 1:1 Hope someone can help or point me in the right direction. Attached is a few screen grabs, I'm not nearly done texturing but I decided to test my textures and came across the following. The roughness…
No but you could setup some shortcuts (MEL scripts) that toggles the display of certain UV elements. All UV elements can be toggled on/off. I wrote this not long ago (fullscreen script): toggleUIComponentVisibility "Tool Box"; toggleUIComponentVisibility "Attribute Editor"; toggleUIComponentVisibility "Channel Box";…
Hey man, I agree with Shmaba about the Lorry Unit because it has the greatest degree of variation shown making it the strongest page. The Nuclear Powered Air Unit really only has 2 variations 1 and 2 and the rest are just minor detail changes. Even within 1 and 2's silhouette they share a huge chunk of the same over all…
just working this out in my head, I would do the following: attach the beam to 1 toggle the beam off (so the player can not see it) set up a trace between 1 and 2 if the trace from 1 hits 2, toggle the beam on if you apply this logic to each box (you will need to set up traces between all boxes) the beam will appear to…
Always nice to see another maxscripter. As you say you're okay with suggestions, here are a few: if selection.count == 1 and isKindOf $ Editable_poly do -- check if the selection is valid ( local obj = selection[1] polyop.createShape obj #selection name:(uniqueName "Lathe") -- don't assign the same name all the time local…
YOu may have this problem: http://www.mapcore.org/topic/15556-udk-foliage-lighting-woes/ It is quite bugged, unless that has been fixed in the latest UDK. Last time I tried it was still broken. 128 is not a good idea for foliage, as it needs to get all lightmaps from each foliage cluster (default 100 instances per cluster)…
If you know the size of your model and the percentage you originally scaled by you could do: (height / scale%) * 100 Let's say original scale was 2.2 units tall in Y and then it was scaled to a new value of 1.5x that/ Find the new height by using a measuring tool, or bounding box min/max. In this example it'd be 3.3 3.3 /…
I saw the 27" Asus in microcenter today, it looked like ass. I'm almost in the same boat though, budget under $300 and looking at the[ame="https://www.amazon.com/MX259H-25-Inch-Screen-LED-lit-Monitor/dp/B00UFCVKI4/ref=sr_1_5?s=electronics&ie=UTF8&qid=1434240754&sr=1-5&keywords=asus+mx"] Asus MX259H [/ame] or the…
You should still have more bricks in your tiling texture for the reasons .Wiki explained. If you want them to occupy a larger space on your walls, you simply scale the UVs down which will result in larger bricks. If you are planning to have a wall that is 3 bricks high, you might want to go with a 2:1 or even a 4:1 ratio…
Here is a usefull script for you to get started which will output your current Object selection in Max into a As3 array. outp= "var array:Array=[";--create a variable container to hold a stringfor i=1 to selection.count do(--for i loop, starts in max always at 1, all arrays are 1+ based local obj = selection[i];--create a…