Best of luck sinz. And i made a mistake in saying that i used on average two 64's. For one of the titles there was a limit of 3 32's. I can't believe i already forgot how painful that was, trying to make "realistic" eyes with 3 pixels....
OMG, i have to avoid hyping myself for DW this year. :P But damn you, i want it to start soon. I just need to fix the earths rotation so I get 32 h-day/nightcycles instead. :D stupid 24h-limits.
That is another example of animated texture, how can be done those animations to render out in a set of images to be played? perhaps 24 or 32 in a looped seamless animation? to put in a plane and then import in other games like skyrim or else as it works there with animated textures mostly.…
afaik, UDK itself has a height-scaling value in the terrain-node, which is set to something like 32 or so by default (haven't done anything with terrain in UDK for years, so not sure) if you find that value,maybe it's the same you have to put into world-machine to get the scaling right?
Using a targa gets rid of this. It's the way Photoshop saves PNG files. Any transparent pixels have their colour removed and replaced with white. Select the opaque pixels and make a new alpha channel, then set those opaque pixels to white. Save as 32 bit targa and forget that PNG even exists.
I was talking to a local Cintiq dealer the other day and they said there will be a 32 inch one soon. I assume not too disimilar to the 27, just a bit bigger, maybe higher ress too. I think this will replace the 27 at sales point. Duno when it will be released tho....
Username: Zipfinator Games Owned: 72 Games Played: 40 Games Never Played: 32 Percentage Played: 55.56 % Total Hours: 3897.10 About 1500 hours of that is just Dota2 in the last year. If Source SDK counted though it'd add another 4000 hours.
Kind of -- the DecimationMaster_4.0.zsc files is in the Zplugs folder, everything else should be in a subfolder labeled DecimationMasterData_4.0. I've got 92 kb on the .zsc file, 399 kb and the 64 bit .exe, 273 kb on the 32 bit, and 97 kb on the .dll. Now you have comparisons! =)
Just confirming that I'm currently experiencing the same, I'll be trying later with 32-bit tgas, as I was using 24-bit. But I can't see that fixing the current visual weirdness! Hopefully we can get this sorted, I'll start up my thread then haha.
haven't tested it yet... but keep in mind, that the post effects are pixel based so a bigger resolution would need some work on the post effects, if you have like 16 pixel depth of field and you're rendering in the double resolution you'll need a 32 pixel dof