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By karkasnyy_ybst · Posted
Мы строим качественный строительство каркасных домов в спб быстро, надёжно и по доступной цене. Ряд хозяев участков отдают предпочтение этой методике в силу ее выгодности и практичности. Кроме того, каркасный дом обеспечивает отличную теплоизоляцию. Актуальные пропитки и защитные мембраны успешно устраняют данные проблемы. Многие успешно реализуют проект своими руками или с небольшой бригадой. -
Why not just create a black/white texture with texture paint and use it as a mask? Seems way easier to me. If you want to combine more than two textures, use an RGB image as a texture mask.
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By Alexandermb · Posted
I've made a vertex paint to be able to decide were it would be dirt (shader b) or cobblestone (shader a) then connected the fac output to the fac input of mix shader. Also a gradient at the corners so the dirt would fade out to blend with the enviroment but keeping the last cobblestone so it wound cut at the end. But for round ones is a bit more tricky to do, need to experiment with spherical gradient. -
Well, but the number of units will be arbitrary. I think it's ok for people to decide if they want to chase units, or to do it with last CC standing. I thought about an intermediate possibility: if all CCs are taken, units lose HP, unless they are close to a Hero or garrisoned (maybe just on certain buildings).
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Are you sure that it's just the order of the props in the actor file which defines which is above? I had the same problem with my olive mill and changing the actor file didn't solve the issue, it just appeared different each time. I think instead of or additionally to blending out at the edges, you should cut along the gaps between stones. You could avoid the triangle stones at the edge of round decals for example. Also I think you should scale the tiles down, they are too dominant imo. To easily edit it I strongly recommend using masks in the material node shader if you're not doing so already.
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