![]() The index of the UV channel where the projection will be saved. Each UV Channel stores texture coordinates for each vertex as part of the Static Mesh, so you may be able to save some runtime memory by removing any mappings you don't use. When you have a channel selected in the list, you can remove it. When you have lights in your Level that have their Mobility setting set to Stationary or Static, and you build the lighting for your Level, the Lightmass tool saves the indirect lighting (and direct lighting for Static lights) to lightmap textures, using a UV channel to determine the mapping between the 3D geometry of the Static Mesh and the 2D texture space. ![]() A lightmap is a special kind of texture that stores precomputed lighting information for Static Meshes. Lightmaps: UV channels are also used to store and apply lightmaps. It was important to keep this hour-and-a-half experience optional, as experienced players could save Earth again without the tutorial force-fed to them (and we also knew some players, even in 2012, would want that old-school badge of honor by skipping the tutorial altogether, which is somewhat appropriate for certain types of X-COM fans). ![]() To accomplish this, we built an optional, integrated tutorial that peeled off the components of XCOM one layer at a time. ![]() Every attribute of soldier if under 190, it automatically adjust to 190, then write it again to original save file before it back up to changing file extention to. How to it works ? Just see what made in source code, really simple. You could potentially screw up your campaigns - and I wouldn't want to see anyone lose their "hard"-earned progress on legitimate campaigns. But I'd like to advise everyone who uses even the most simple of console commands to back up your saves and make copies.
0 Comments
Leave a Reply. |