Profile avatar
daveface.bsky.social
I make game art sometimes. Not actually a cat in a top hat. https://dave-face.crd.co/
30 posts 19 followers 68 following
Active Commenter
comment in response to post
NeighbourOriginalEditedNewFinalV2NewFinal.blend
comment in response to post
Was on a Discord call earlier and realised I've been doing modding/3D stuff longer than some of them have been alive
comment in response to post
Not quite the same, but it's the principle behind the girders here covering up where each section of wall is joined.
comment in response to post
Not sure if they have a technical term, but this is part of making modular game assets - I tend to call them 'columns' or 'corners', whichever kinda makes sense. They cover up where two meshes join (the curb sections) so they can be flipped/rotated without the texture needing to be seamless.
comment in response to post
You can technically do that with Audible if you want, unfortunately I don’t think they have much (good) competition.
comment in response to post
That's a frustrating limitation with Blueprints (I've hit that problem several times myself, and I'm not aware of another way around it) but not an indictment of visual scripting in general. Blueprints is still great for stitching together bits of more complex (probably C++) code.
comment in response to post
Seems about as accurate as Google's, too
comment in response to post
Is this the old fashioned way?
comment in response to post
If you use display scaling in Windows, make sure to set the program’s scaling to ‘Application’. Unless they also have dynamic resolution scaling on, that means the 3D render scale should match the display res and TSR shouldn’t do anything.
comment in response to post
I had this issue and assumed blowing on it just dislodged some dust or something, never even considered that it might be static build-up. tmyk
comment in response to post
So you don’t expect any thanks, but you do expect people to ask nicely or you won’t give trans people any support?
comment in response to post
I think playing a modern game without it (e.g. Atomfall) shows that TAA is a necessary evil at this point. It just needs to be tweaked to avoid tons of ghosting.
comment in response to post
Wait, what source code is this? I thought the only source available was given to some of the community teams, or from the DNF leak. Guess it confirms the water is procedural anyway: github.com/RedPandaProj...
comment in response to post
I’ve usually seen it called free aim
comment in response to post
I have several, in fact that’s most of the code in my project
comment in response to post
I can only get behind this if they promise to make the valley wide enough to level Luton
comment in response to post
So it looks like the options are different, and that option isn't in the Coop version. Don't think I ever launched the singleplayer version
comment in response to post
Oh sweet, that must be new or I somehow completely missed it last time I played
comment in response to post
The only thing I didn't like about RealRTCW is I couldn't find a way to disable their 'upgraded' textures and weapons. Also in co-op there are no cutscenes but that's probably a technical limitation
comment in response to post
The Insurgency games have a similar system, though not as extreme as Infiltration’s
comment in response to post
Probably a mixture of both, but 3D tools (especially UV editing) were more primitive then and people were only just learning how to use them, and there was no established best practices, etc
comment in response to post
The perspective projection I get but wtaf is this
comment in response to post
That reads as a parody of shitty reactionary grift accounts
comment in response to post
I’m enjoying the main story for the Indy vibes, but yeah it feels like you should be able to experiment a lot more than it actually lets you. Even inconsequential stuff like throwing props at friendly NPCs - they can’t have a ‘gamey’ reaction to that, so props just phase straight through them.
comment in response to post
It seems plausible since it ‘jammed’ after each shot, and it does look like he’s rotating his hand to cycle it. Given that it seems like an otherwise competent attack, going at it with a weapon that reliably jams seems odd.
comment in response to post
It’s almost impossible to turn off the temporal features in UE5, though this does seem particularly bad. Not sure what they’ve done to cause that to happen.
comment in response to post
Really going out of their way to bring back that 2007 feeling
comment in response to post
comment in response to post
I'd say "as long as they don't make the standard artificially worse to coerce users into paying", but it looks like the standard is already pretty bad, so...