Final two prototypes! 5th: Exostar Description: 2.5D Science Fiction Hack-n-Slash game with RPG elements. Key Features: Completely unique skill and statistics system never before seen in a platformer. Various quests, random generating levels, weapons and armor with scaling cooperative play mode to provide plenty of replay…
I was at the Battlefront talk and asked about the blends - that line: "Texture Arrays projected and details match." - what they mean is that the detail texturing on the meshes gets scaled to match the terrain. It's a global scale. So, no matter what size a rock is scaled by the LD or level artist, the blend will always be…
I've had a bit of time, and I've made very fast a small panel that will check every 1 second to list the main groups in the current document. How I see it is like this, every time the user selects a group in the panel it will update the document metadata with an array containing the names of the groups selected in the…
It would be up to the exporter. I still need to write the docs on this, but the object has the transforms stored along with an ID map to the original object. As of today this works in the Wall Worm VMF/MAP exporter. But it can be adapted to any engine exporter. As soon as I write the docs for this, any developer writing…
The # is part of the naming creation syntax, I can't remember the doc page for that. It ensures that "vertCluster" will always have a number in the name. Without it, the first would be vertCluster, followed by vertCluster1, vertCluster2. This would be bad if another part of the script expects to pick one by number.…
You can also turn on the "Lighting Only" view mode in the persp viewport to see un-textured meshes with lights on them. You can also: - Rclick static mesh in level - Select > Select All Static Mesh Actors - Open Properties window (f4) - navigate to Static Mesh Actor > Static Mesh Component > Rendering - Under "Materials"…
Here's a real quick script I wrote. It doesn't have a lot of error checking but I dont have the time to spend on it. Just select some geometry and run the script. It will loop through the selection, add a material modifier, sets the mat id of that modifier to a number, takes the current material and adds it to a multisub…
slosh - Thanks a ton, you were right about the hands, I ended up making the fingers way too chunky. So tweaked them to be thinner and more feminine. I am not planning to do any sculpting on this character, just a diffuse and specular painted texture, sorta like Diablo or Torchlight. Beautiful work on Defiance btw :)…
With the painting tool, you can paint by faces instead of verts. This will paint faces solid with sharp color 'seams.' No, you do not want to remove duplicates. The script automatically removes duplicates because it writes directly to array indices. For example, if face #12 uses vert #43, it will write to vertPosList[43].…
Image 2, might have time to squeeze in a third Large round chamber, in the center 2 spherical objects meshed in the floor and ceiling of the hall. The sphere in the ceiling is larger than the one on the floor creating a curious effect. The lighting is smooth and natural. the outside light filtering trough the ceiling and…