ant jump test : *explodes*
As for the shock hands I hope there is some tip or instructor that says you can "rocket jump" with them
ant jump test : *explodes*
As for the shock hands I hope there is some tip or instructor that says you can "rocket jump" with them
The Thexa4, Momentum and probably Vance PBR all rely on the fact that you can force all mips on the cubemaps, not doing this will give you iffy results and there is no easy way to do it.
Also yes, I would consider myself a shader programmer
How are you going to handle mipmapping for the cubemaps? By default they won't use all mips, however that is required to get the proper look with high and low roughness values.
And I here I thought cats just sit around all day
Very red and fleshy. That's how I like my meat.
Glad you like it, however it might change visually in the future due to the decline of AGS
It makes sense to get developers from the community, if the entire concept of your "game" relies on community making your content. But I didn't really understand why access was granted to only those with high Gmod workshop scores. It sounds rather weird. It's already as if they are calling it "Garry's Mod 2"
If they really wanted "experienced" content creators they should have looked at the workshop for games already using source 2, with similar scripting methods, and those that use PBR, etc..
Instead, they looked at a game that is more like a mod, uses a different material system and where the people already grew accustomed with the quirks, bugs and limitations of the engine in all areas ranging from material system to scripting.
In my experience as a 3d-modeller, people on source 1 are very reluctant to even consider the possibilities of a PBR shader. They rely on the existing shaders. They grew accustomed to them and even when I think it's unwarranted they say things like "Models using a PBR shader will look entirely different" or that materials would stick out, things like that. And I'm certainly someone to tell, since I have been advocating for it the past two years.
The high level gmod workshop creators are unlikely to fall into this area. They are source veterans and most of them use a PBR -> LMG/VLG workflow anyways. Hence to me it feels like they are just raising the expectations people will have for s&box; as a "gmod 2" :
A lot if not most people that come after are likely to be overwhelmed with the new workflows, and the developers already ensured that the quality bar is raised ; redux.
The material system is different, levels are made of models and allow much higher detail, the lighting system works in new unimaginable ways.
How will content creators with less experience fit into this?
To me, it feels like they will have to learn everything from scratch again and I hope that we won't see dark times coming from it.
Thanks for attending my ted talk
This is pretty epic
The exterior of the castle looks superB
Can't wait to see more of it!
The best way you can support the project is by just sticking around!
As for a patreon page, I don't think doing official $$$ donation stuff is a good idea with the current situation of Stargate Network
Thanks. I think the only xenos the shipa are phobes. They didn't really have luck with aliens... or the isolation from earth :-)
Sadly I wasn't around during the live-stream. But that was some great developer commentary. I had a lot of fun watching, all the way throughout.
Although I didn't grow up in the times that these games/mods were popular in, I did have a blast seeing the game being played. It's always motivating to see that developers, even after all these years, care for the projects they worked on.-Hope to do the same one day.
Thanks for the great commentary!
I kinda restrain myself from posting too much here, I want stuff on here to be more high quality. Currently *everything* is work in progress so im mainly spamming it around on discord haha
Sorry for the wait!
That is God Rays being implemented. No worries. The rest of us thought the same thing. lets get some pizza
This thing was great in map labs. Now as standalone its even better.
The areas seen outside of the blueprint are the areas as seen on the console screens, visible during Season 1 Episode 19&20;.
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