it's been integrated in 4.12, I'm having some issues with the workflow myself so can't recommend on using it as of yet... maybe you'll be able to overcome these issues though :] http://polycount.com/discussion/174096/4-12-scene-import-function-anyone-using-it#latest it's under File > Import Into Level..
care to elaborate on this? :) are you talking about creating a different key+click combination to select subtools? since i got so annoyed with the constant unwanted reorientation/framing of models when clicking swiftly, i changed the click timer but am now dearly missing the subtool select functionality...
in simplest terms, the function abs(n) will return the absolute value of a number "n". this value is determined by that numbers distance from 0 along a number line. so for example: abs(23) would return 23. abs(-92) would return 92. and now you can do abs!
Sure, I'm happy to share tips! And thanks, glad to hear that - I'm currently gauging how to make designs futuristic and functionally grounded in reality at the same time, yet without the "used future" aesthetic. I need my future to look pretty new) and here's a quick squicky sketch:
You built that yourself Aniceto? How much difficulty was there in calibrating it to get it to give decent results? We looked into that route at one point but decided that with the amount of time it'd take to make the thing entirely functional, we might as well just get a pre-built one from Makerbot.
Grrr, I've reached my bandwidth limit on Photobucket. I'll have to back back and re-link the previous images to imgur. Managed to get the rubble texture finished tonight and also added some world position offset functionality to my material in UDK to give the rubble some 'volume' :)
In your case, try loading nDo's Project Creator. You can do this by launching the Suite, opening nDo, and then clicking "Launch nDo Project Creator". Load your mesh and your input normal map from this menu and create your project, then see if it functions correctly afterward. :smile:
Another way to do it (if this happens again) is to select the object in the hypergraph and map the input and output connections. It will list all the history nodes and you can deal with them individually. That is also a good way to deal with history that isn't removed by the delete history command, like some of the MJPoly…
I'll give it a go Aniceto, thanks mate. I did find a quick solution using Xnormal's bake normal from photo function which worked really well. Just set up a quick scene to light the mesh in from the left, right, top and bottom. Thanks though.
This morning's Team Fortress blog update covers what they were thinking. I'm still inclined to agree with the haters, although I haven't actually played the update for long enough to recieve anythign myself yet, so am still not entirely sure how it all functions. http://www.teamfortress.com/