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  1. Bob Joel

    Popsmoke games?

    I know this will come up a lot so I will just say definitively that Pop Smoke is not involved with this rising storm sequel; there is no IC:V content at work and to my knowledge we don't share any developers. Separate projects. :IS2:
  2. Bob Joel

    RO2 What do you think the RO2 thing being worked on that cannot be revealed is?

    To clarify, In Country: Vietnam moved to UE4 but PSG ended whatever affiliation it had with TWI at the same time.
  3. Bob Joel

    RO2 Blend Overlay

    Material functions weren't a thing in RO2's version of UE3, but they are just collections of material expressions; you could probably replicate the relevant node network from one of the more recent UDK releases. I don't remember ever seeing the 'Blender' node before, but it doesn't appear to be...
  4. Bob Joel

    Unused Sniper Character Models?

    Assuming you extract the character animations to Max, one could potentially handle cape / poncho simulation there and bake everything down to a set of unique bones. From there, you could export this garment as a new skeletal mesh component, with it's own animset to match each sequence used on...
  5. Bob Joel

    RO2 Question to TWI 3d modeller

    Cleaner baking normal maps, cleaner to make future LODs? At some point, polys are probably just less of a performance issue for the game than texture memory.
  6. Bob Joel

    3D & Animation AnimSet Viewer

    I did say bones (say, using the 'show skeleton' option) and not skeletal mesh. Multiple tunics or arm sets, for instance, will play their anims in sync together, which would indeed be useful for testing skin weights. Unfortunately I don't remember hands and weapons ever playing along together...
  7. Bob Joel

    3D & Animation AnimSet Viewer

    I don't know of any way to view two sets of bones at the same time (overlayed?) in the editor. I think you would simply have to play an animation from the anim tab to check for alignment issues - if the two or more meshes share the exact same skeleton they should play in sync.
  8. Bob Joel

    3D & Animation Blender FBX Export issues

    Which version of the UDK are you testing with? My understanding has been that the SDK is roughly equivalent to the September 2010 UDK, so it's possible you need to export to an older version of FBX? In maya I have to choose FBX2009 (for static mesh). We use the psk/psa workflow for skeletal...
  9. Bob Joel

    April 21st RO2/RS Update Changelog

    Major props to TWI for getting the brewing system in place!
  10. Bob Joel

    In Country

    Just FYI, things like blood/dirt/patches will be layered on in-game, so yes you are looking at the base art. This is mostly a consequence of acquiring the images from inside the game editor, maybe with more setup time we can enable that in future presentations. It's also interesting to note...
  11. Bob Joel

    In Country

    good work harb, good work xD
  12. Bob Joel

    What scenario do YOU want for Red Orchestra 3 ?

    I've always thought of the RO series as taking off from where Pterodon's Vietcong started, but to take RO3 outside WW2? I'd honestly love to see TWI's take on the Korean war.
  13. Bob Joel

    RO2 Flecktarn Camo [WIP]

    Just want to say great work you guys! :IS2:
  14. Bob Joel

    In Country

    Things like grass are designed as easy to place patches which mappers can use in place of 'foliage layers' - throughout an entire map or just in critical gameplay areas. The player cannot turn these off. Placed meshes also allow better control over LOD / draw distance - so along with...
  15. Bob Joel

    3D & Animation Invisible Barbwire after reimport!

    How about the UV map on the fence part? It's easy to accidentally alter or create unwanted UV channels in Maya... you can also run into trouble with meshes exported from the SDK, as they typically have multiple UV sets. You can view the different channels with the 'UV Set Editor' window in...
  16. Bob Joel

    3D & Animation Invisible Barbwire after reimport!

    Is the problem that the barbwire mesh won't accept the material you are applying? I know sometimes this is caused by not triangulating the mesh before you export from Maya.
  17. Bob Joel

    Mapping Contest Results and Interviews

    Congratulations you guys! :)
  18. Bob Joel

    3D & Animation Unnecessary Material IDs

    Yes. Look in in the Static Mesh editor, at the bottom of the 'Mesh' menu on the top/left - 'Fixup empty/bad elements'. That's the only way to deal with the empty Mat ID that I know of. Also, I'm fairly sure the empty slot doesn't introduce another drawcall, due to it not being applied to any...
  19. Bob Joel

    Level Design SDK Broke?

    Yep, getting the 'rogame.exe has stopped working' window on SDK startup. Renamed folders, deleted ini's, validating caches, no luck.
  20. Bob Joel

    Level Design Static Meshes-How big is too big?

    -Performance wise, the engine can cull / stop rendering small chunks of a building, rather than having to draw the entire structure every time a little piece of it is in view. -Mappers can re-use modular parts more easily, and artists don't have to go crazy applying dozens of shaders / uv-maps...