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The actors are only loaded when flex is turned on. This is so flex can use proxy mesh collision for performance optimization. If you don't want to see them in the sdk just turn off the flex_collision layer in the layer tab.
Set up a custom material instance
Set up a custom material instance
you'll need to set up a custom material instance then apply your texture to it.
http://wiki.tripwireinteractive.com/index.php?title=Setting_Up_Custom_Material_Instances_%28Killing_Floor_2%29
LOD Bias
LOD Bias
So if you view your textures properties by right clicking in the content browser you will see a field that says LOD Bias. If you leave this at 0 it means on ultra your texture is at max resolution. Every time you up this number it lowers the quality which is what the graphics...
We added a system at build time that determines if a mesh is the shadow of another object. If the mesh is within the shadow of another object it will auto turn off cast dynamic shadow. If a mesh is in direct light from a dynamic shadow casting light, it will turn this flag on. This system runs...
Indoor areas need to be surrounded by an indoor lighting volume. On light build your indoor meshes will have their lighting channel checked to be indoor only. Your exterior light will then be checked to outdoor only. I made some basic maps to illustrate this in...
UV channels - mesh merging - splattermaps - collision
UV channels - mesh merging - splattermaps - collision
Hi guys,
I just finished up this tutorial on mesh merging, splattermaps and collision. I will keep updating the wiki as time allows. I hope this helps :)...
FX sublevel
FX sublevel
This map is looking pretty sweet :) It looks like your still loading the original version of the fx sub level though. Try going into the levels tab in the content browser and set FX_Outpost to your current level, then under "Level" in the top menu bar select "remove...
textures
textures
so the large texture thing is a mixed bag. most of the textures are lod biased in game which cuts the textures in half depending on what settings you are using.
the first person weapons are all high-res textures the third person version is most likely not. we made most of the...
Hi
Hi
I see that my post from last night has been seen here and there is still some comments that need addressed.
On the cpu bound issue - Yes some computers will not be cpu bound in fact it's looking like amd cpu's have more issues with the draw calls than intel machines.
What's happening is...
bricks
bricks
So i figured i'd weigh in on this.. I placed a ton of those bricks and i'm very close to them. When in beta we realized Pavlov's needed some love, so i went crazy optimizing it. Over all you shouldn't even be able to tell the difference from 3 days before release to release...
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