Damn dug, I've got a long ways to go. Looking forward to checking out the new nodes in 6.
Posts by grapen
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Quote from Edude
1 minute ago, Edude said: I'm going to test this right now. Thank you for your reply. I also would like to ask, is there any quality loss when converting TGA images to VTF and vice versa?
DXT formats are lossy, yes. The reduced file size is definitely worth it though. A lossy compression can't be uncompressed to its former state.
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OK this is amazing:
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Quote from WD
12 minutes ago, WD said: @grapen This was in networked play. The tutorial and the first duel play with a bot was working fine.
Ah I see. The problem here is that Ubi went with P2P networking. If the host sits on dogshit gear, everyone suffers.
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Quote from WD
1 hour ago, WD said: For me the game felt laggy, unresponsive and for that it was frustrating to play. The controls suit better for controller/consoles. Didn't stay on my harddrive for long.
For some reason both this and Rainbow six siege are both suffering from the same problems.. I guess its just their Anvil engine and their neglect for inputs vs. rendering time.
Did you have the same issue when playing against a bot? Parrying requires split second reactions and I'm not having any input issues at all. High end PC with fiber.
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Been playing the open beta this weekend, I think it's great. The learning curve is steep, I've been wrecking players but I can't beat level 3 bots. Matches are fast and that's a blessing considering my life situation. Will be picking it up on tuesday.
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The server browser update sounds really cool, but I'm down to playing just one game a week (to avoid decay) at this point. The competitive mode is honestoy just a mess right now in masters and GM. A lot of people are either forcefully tanking their SR for whatever reason or just dicking around on their alts, not even trying to win. The solution would be to play with my friends, but they're not even diamond so I can't. It's sad because the gameplay is still really great and fun.
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Quote from text_fish
On 2017-02-01 at 1:24 PM, text_fish said: Losing my substance designer virginity:[Blocked Image: http://i.imgur.com/hhXpP2a.png] I don't think I'm using it very cleverly yet. In order to give the individual bricks wibbly wobbly edges I had to export a basic pattern generated by the Tile Generator node to Photoshop and do some handpainting then bring it back in on a bitmap node, but obviously that somewhat defeats the purpose of SD's dynamic workflow.

Can highly recommend slope blur greyscale with something slightly soft such as clouds 2 as your slope input. It's a really quick way to chip corners:
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The importance of two-step authentication can't be understated.
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Just a quick gothic roof shingle material I made for my map during lunch break. This software is so much fun I wish I did this for a living.
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Is this really planned for release in 2017? Looks like it would be amazing with friends, for two weekends. Need to see a video on something with depth, like progression, epic quests, player driven economy, skill based PvE etc.
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BUMP TIME. I backed this and just realized that we're one month from release. 28th of Feb. I hold Planescape: Torment as a top 10 games of all time, and #1 in terms of story. I'm getting pretty excited!
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Quote from blackdog
10 minutes ago, blackdog said: Hey, I see Monte Grappa mentioned in the most recent post @grapen, but there map is (was?) set in Germany… you Italian and from Veneto like me? Or just taking inspiration from that (I don't see why the mention)
Oh, you would have to have played Battlefield 1 to get that reference, Monte Grappa is a pretty sick map in that game
It made me google references from the german/austrian/swiss alps. -
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Spent a few evenings working on my skybox. It's not Monte Grappa, but it's not half bad either. This is not the final color pass though, so that needs some work. I also need to blend it with some textures for added detail. Mesh is currently 9,800 tris with a 2k texture. Should be able to trim it down a few thousand by culling that which can't be seen.
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