Same thing happens to me when I'm scrolling and the galleries update. Otherwise it's an attractive site, IMO!
Posts by spence
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There isn't a 'standard' resolution, it depends on factors like how big the objects are in relation to the player/scene, scale of the UV shells, etc. If this is a 'cover' height object that players get close to 1k might be reasonable, but you could also experiment with smaller color/diffuse textures and combine them with a detail texture to add the appearance of fine-scale details.
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Josh Lynch also has some good tutorials (a couple of which are free) https://gumroad.com/artofjoshlynch
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That is nuts....

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Masked blending mode is for "cutout" style masking - either the material is completely opaque or completely transparent, but never anything "in-between". Maybe separate the glass part into its own mesh/material?
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Glad that sorted it out

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It sounds like the .fgd file might be missing or isn't set in Hammer. In Hammer, go to Tools - Options, and look at the "Game Data Files" box. If it's empty, press the "Add" button to the right, then find and select the "csgo.fgd" file in the "Counter-Strike Global Offensive\bin" directory. Restart Hammer and open your map and your entities should be back

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Quote from Steppenwolf
On 6/3/2016 at 1:25 PM, Steppenwolf said: Ther's also an incredible amount of untapped potential in the software that nobody did a tutorial for yet or scripted some nodes for. That said the future looks really bright for Substance Designer in my opinion.
Yeah, I have seen so many amazing results and most of these are without relying on any of the more `advanced` features like fx-maps or function graphs. @Steppenwolf and @PogoP, your materials look fantastic. Would you be interested in sharing interesting excerpts from the graphs (creating a specific pattern, how you handle height control of certain elements, etc)? I can't imagine I would be the only one interested in this, but maybe it's a bit cheeky to ask

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CommonSpence#11504
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Yeah, that's what I was getting at in the end - for some applications this system may not be practical (for animating a crowd of many characters, etc), but it is very possible that it could be used in a game where this mechanic factors into the actual gameplay (a Spore-like game, as mentioned). Creating some odd creatures and then watching the learning process as they try to walk around the game world could be quite entertaining

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I think there is a key difference in that the existing "procedural animation" systems (such as Euphoria) presumably deal with reactions to a set of inputs or rules, whereas the demonstration in the first video seems to be focused on finding an optimal movement solution over many iterations. Dealing with the calculations required for the first video might be impractical for games at the moment, but it could be useful in, say, an animation package, in order to rig and find interesting animations for various creatures. The results could be converted to a typical, keyframed animation, so that the game doesn't have to deal with any of the processing of muscles etc, as described in their paper.
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Quote from Corwin
2 hours ago, Corwin said: Yeah, she's annoying, and I keep getting the impression that when I play her I can't slow people down for shit, but when she's played against me, I freeze in like 2 seconds. It's a conspiracy!
I think the annoying part really comes from the freeze effect being a bit fuzzy in terms of feedback and progress etc. and the fact that once you're frozen either by her or her ultimate, oftentimes you're basically already dead but waiting for it to happen, and that's not a very enjoyable situation. At least McCree's stun is shorter and you don't get this 'oh crap, here it goes again, now she's going to get close and aim at my head dead on and I'm going to die' stretch of a few seconds
Yeah, we couldn't quite figure out what an appropriate counter is to her ultimate besides not getting caught in it - which is difficult, given that it has almost no feedback or warning beforehand (unlike most of the other ults).
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Nope, that's the same folder I put them in. You shouldn't have to specify anything when compiling the map, either. I'm not sure why they don't appear for you.
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Foliage looks super saturated in the last shot. But that's lookin pretty spiffy!
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Quote from JSadones
29 minutes ago, JSadones said: What does "ignore surface normals" do ? And why only do it with foliage ?
Check out the example at the bottom of this page.
It's useful on props like trees and plants because the models usually use a lot of single-sided polys with double-sided materials.
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Tried it out and it works fine here:
[Blocked Image: https://dl.dropboxusercontent.com/u/406357/brick_bump.jpg] Make sure all of the files are in the correct folder I guess? I'm not sure what else could be going wrong.
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DXT should be ok if you don't mind some compression artifacts. Maybe post the files so one of us can have a look, if you're still having trouble. Nothing looks out of place in the VMT.
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momentary_rot_button and func_movelinear are still present in the CSGO SDK. Use the 'Position' output from the momentary_rot_button to set the position of the door.
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The cars seem really small and throw off my perception of scale in the scene. I think some details also get lost in their surroundings (the lettering over the stairs for instance) - check the concept again, even the trims and elements like that have lighter tones.