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Davidhgaming retweeted
Big update to my Rust custom heightmap tool. v1.1.10 implementing splat texture painting and importing support for RustEdit. Feature suggested by @sometimes_lone now live
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Davidhgaming retweeted
I've also created full documentation that will update alongside the Crucible Heightmap tool and other things I'm building which will all be found here and in the app settings: docs.drizzza.com/
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Davidhgaming retweeted
I'll have tutorial videos on my YouTube soon that will be in the Docs and the Heightmap website. Feedback and bug reports can be made in the support forum in my Discord: discord.com/invite/4ruzgm2qC…
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Davidhgaming retweeted
I'd like to introduce you to the, first of it's kind, custom @playrust heightmap generator. The Crucible Heightmap, my first app. A thread🧵
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Opus is attempting to implement Fable 5 specced out compute rasterizer for the three.js demo. It's got the spirit, but definitely quite a few things I'm not happy about. It's been struggling for 2 days. That includes performance and its subpar custom heightmap geometry DAG builder, which is both slow and can produce simplified geometry varying wildly from the original.
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うーんHeightMapはPBSMetallicMaterialにしかなくColorSplatMaterialにはOcclusionMapがなく頂点カラーはVertexColorMaterialでしか使えない葛藤
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Replying to @Nickisbackbaby
lots of evidence. actual cloth dates from Jesus & pollen locates to jerusalem. image contains 3D heightmap, impossible to paint. image formed by uv lightflash brighter than lasers.
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Replying to @AlecSaysThings
Do you have observations for the terrain, maybe a heightmap? this could be helpful. I would also suggest trying 100% tracking (but without ref as input) first. Test if it can work with your data, and later use this model as a warm start and resume training on both tasks.
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Replying to @Valeran12
Thanks for sharing, I had no idea anyone was playing with that old build! It's surreal seeing this (I did a large number of assets & animation, and most of the non-heightmap maps).
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Replying to @_Berzerkaa
I'm not the only one who swears that we way back in the past had the map be kinda like this size, long before the first laser range finder tank was implemented too. Kursk's northwestern side still had a wild af heightmap then. Mozdok had the southern team spawn in the open, etc.
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