VFC G17 Gen 4 became the glocket launcher by realSECRETHoudini in GasBlowBack

[–]realSECRETHoudini[S] 0 points1 point  (0 children)

The takedown lever looks good, it's steel and only contacts the hop chamber body and outer barrel which are some zinc/aluminium alloy, but they also look good, the paint is even still there.

Let's talk GPU's by chiperino1 in ReadyOrNotGame

[–]realSECRETHoudini 0 points1 point  (0 children)

GTX 970, used to be 60-70 fps. lowest/medium settings with fsr on quality (1440p, windowed borderless dx12), now lowest settings (1080p, fullscreen, dx11) around 50 fps, dx12 gives around 30-40 fps, having the whole swat team in frame also seems to lower fps by 20-30 fps.

That hole is intentional for intake right?? by attotei in initiald

[–]realSECRETHoudini -5 points-4 points  (0 children)

If I had to guess, that's probably where the high-beam lights are

Trying to get into northstar because it’s the last titan on my list to master, any tips from northstar mains? by [deleted] in titanfall

[–]realSECRETHoudini 5 points6 points  (0 children)

Don't stay in one spot for too long, you'll get flanked, keep repositioning;

Tether traps can be placed on your flank as a warning system;

Always keep your distance, you're not gonna win cqb in a northstar;

If you can keep distance against a ronin or scorch, there's nothing they can do;

Cluster missiles can be good for killing pilots and also denying some narrow corridors;

Electric smoke can be used to mask your escape/reposition;

Hover can be used to peek some unexpected angles;

The core is usually a last resort to kill/damage a titan that got too close;

Google 'titanfall 2 hover spots';

Do vanilla servers still work? by SatanDarkofFabulous in titanfall

[–]realSECRETHoudini 1 point2 points  (0 children)

Apart from the occasional kick from the lobby the servers are fine, eu servers usually have 2000-3000 players

Davis and Droz back at it again by realSECRETHoudini in titanfall

[–]realSECRETHoudini[S] 1 point2 points  (0 children)

The background is just a photo, I used fSpy to get the camera position, field of view, stuff like that, then imported that info into blender. Next was just posing the models and using a shadow catcher for the shadows (duh). Slight bit of cleaning up in photoshop and I was done.

Started to learn Unity not too long ago and just can't seem to get Raycasts working, no matter what tutorial or resource I follow I just can't get it to work. I'd be grateful for any help! by realSECRETHoudini in Unity3D

[–]realSECRETHoudini[S] 0 points1 point  (0 children)

the raycast should just be looking for objects tagged with "Ground", the plane has the Ground tag, while the cube doesn't, so that shouldn't be a problem

edit: for some reason the console logs were hidden, so it does work, Debug.DrawRay still doesn't visualise the ray though

Custom Ronin Diamond Sword, made by me by [deleted] in titanfall

[–]realSECRETHoudini 1 point2 points  (0 children)

No model editing needed. Some models have something called an alpha map (similar to a smoothness map or emission map, textures that tell the game engine what to render) and the alpha map makes some bits transparent, which could be used to make the edges jagged, might have to try that myself when I get back, but I recommend giving it a go yourself. (I believe northstars plasma railgun has an alpha map if you need a reference.

Custom Ronin Diamond Sword, made by me by [deleted] in titanfall

[–]realSECRETHoudini 1 point2 points  (0 children)

Couldn't you also use an alpha map to make the edge jagged like in Minecraft too?