As I played it again after reading this thread, you can run it without problems on a emulator too (search for the correct configuration on the emulator's youtube page), I don't think it will look that good on a full HD monitor with the default PS2 resolution.
Yes. But you'll basically have to replace the default model with yours. To do that, you have to unpack the game files, do the switcheroo, then boot up the game. BUT every time the game updates, you'll have to redo it. Sooo doable: yes - practical: no.
I'm not sure snipers can wear other hats? If not then you would need to replace either the player model or the head if its separate. OR the hat will have to cover up the snipers default hat... As for the error, you need to connect to steam first.
then I put them altogether inside 3ds max, rigging it using CAT structure. Hair and fur was done using default hair and fur modifier inside max. This is how, the total setup/ rig up to now looks inside max.
What result do you get with individual textures (not packed) ? Looks like a DXT compression issue to me (also note we use GGX, Unity 5 is Blinn-Phong by default so the roughness map is not interpreted the same way).
You can change it on a per instance basis. You'd to that by just putting the mesh into the level, selecting it, and on its properties, there is bound scale. Or you could open it up with the static mesh editor, and set it there. Then it would have the altered bound scale by default.
Yeah,the documentation is very straight forward and helpful.This is the problem with Blender,no offline documentation u can use . Also u can change the default viewport navigation in Modo to be like Maya.Go to System> Preferences > Input > Remapping then choosing Navigation: Maya.
I'm probably going to try all of these ideas, but I've just tried InfoTexture and that was exactly what I was looking for, and it works great. Cheers guys! It still feels like there should be a way to output the normal buffer by default, it seems a bit odd.
ok so resting my preference fixed it! for now anyway Thank you everyone for you input! I couldn't have done it with out you. Window>Settings/preferences>Preferences. Then in the top bar, select Edit>Restore Default Settings.
I believe that the specular input looses all its influence on metallic materials as the specular gets set to 1 in that case. But I also never really touch the specular value anyway, just let it stay on the default 0.5 I guess.