It is currently Wed May 15, 2024 3:41 am
marnamai wrote:ever wondered how source2 would handle 5 million polygons? 10-15 fps
x4?
20 million polygons? 0-4 fps
Jigglenomicon wrote:Unfortunately i cant for the life of me figure out most of the hammer functions like displacements and vertex painting.
I figured that i just had to plop down a brush and use the tools, but nothing happens when i try them.
MaK wrote:Create a mesh with the block tool, then select a face. Scroll down in the tool properties and click increase subdivision. After that you can use the displacement and paint tool normally.
joe_rogers_11155 wrote:apparently the anti-mage is a 9ft tall supermutant and the antlions are the creeps.
Carbon14 wrote:joe_rogers_11155 wrote:apparently the anti-mage is a 9ft tall supermutant and the antlions are the creeps.
Maybe I am just hopeful but he is 184 units tall, and if those units are considered as glorious metric centimetres and not barbaric archaic imperial inches then he is 6ft tall. Valve is going metric and ditching "inch" size grids, HELL YEAH?! (well at least it appears they have for Dota at least)
Sathor wrote:Carbon14 wrote:joe_rogers_11155 wrote:apparently the anti-mage is a 9ft tall supermutant and the antlions are the creeps.
Maybe I am just hopeful but he is 184 units tall, and if those units are considered as glorious metric centimetres and not barbaric archaic imperial inches then he is 6ft tall. Valve is going metric and ditching "inch" size grids, HELL YEAH?! (well at least it appears they have for Dota at least)
Will still depend on whether these units are actually similar to real world centimeters to be actually useful. The hammer units didnt really represent inches, either ... The scale was totally off if you tried to do that.
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