I like Vista myself but mostly because it's 64bit and my Xp is 32. Here is a good comparison of the xp, vista and linux kernel's http://www.atomicmpc.com.au/article.asp?CIID=108936
Absolutely loving the idea of a contest with such strict limitations. 16*16*32 sounds awesome. Can't wait to see what will come out of it ! Thanks for the links :)
Now this is nicer. Turn up the Max Cavity Angle to 90 degrees on the Concavity output and up the occlusion rays to 32 on both the Concavity & Convexity output
I guess you could apply a gamma correction of 0.45 (1/2.2). And certainly convert to 16 or 32 bits before it, else you'll lose information. Not sure of the utility of it tho.
FrekieOfficial said: Here's a look at a game using zone-culling to help with cases like this https://youtu.be/NGzDI2wUqf0?t=32m51s (Skip to 32:50 if the link doesn't do it automatically)
What texture format are you using, could it be .TGA ? And you've saved as 32-bit ? Maya will read this as having an alpha and display it as so, could be what's causing your problem ? Regards.