@perna Sorry, I posted that before I saw your explanation. (forgot to reload the page) I'm using blender and use a bevel modifier, so I use that as my control loops and clean up afterwards. Thanks for clearing things up.
Soldier Achievements pleeeeasseeee He used to dominate in qwtf now he sucks major balls. Especially when compared to the demo who can fire 12 shots without reloading. Might need to simultaneously upgrade the engineer, soldier, and demoman though.
Is it just me or is there something strange going on with the facemakr site? I can't get it to load in Firefox nor Internet Explorer at all (I'm on a PC). It just keeps on reloading time and time again and never showing the content. The Dadako site works fine.
Simon Trümpler Demoreel 2009 RELOADED http://vimeo.com/6145334 The Sacred2: Addon is out now so i can show you my work: At minute: 02:05: Cursed Forrest Assets At minute: 02:40: New Fx Stuff
why would you preload on steam and then buy the CD? it's cheaper on steam, and you can never lose your copy of the game... anyhow, i just preloaded and prepurchased this. looking forward to it.
Looking at my Artstation profile, I noticed half the thumbnails are missing. And looking in the content, half of the images are too. Have reloaded several times, and the same ones are just blank. Has anyone else had this problem?
Um, no. CJE, can you post a screenshot? Also, did you turn on Customize > Preferences > Viewports Tab > Configure Driver > Download Texture Size > Match Bitmap Size As Closely As Possible , then reload the texture ?
I've asked around and people say it's a bug that may or may not fix itself by restarting the project or reloading the level. I tried it, sometimes grass appears, sometimes it doesn't. A bug with a major node that people use, that Epic apparently don't deem necessary to fix.
i would do it the other way around... use the texture export feature and reload the texture in the target viewport.... or use the IPR renderer for preview.... [ame] http://www.youtube.com/watch?v=nISkrd0I0GY[/ame] i agree a prpber PBR viewport would be better...
Just wanted to mention that a coworker of mine had the same exact problem using 1.6. Immediately after the bug appeared we created a new project with the same input maps and mesh and reloaded the "Buggy project" and it was fixed. Just wanted to share that with you Teddy.