Joshhhuaaa
Joshua   United States
 
 
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OnSync 7月27日 15時29分 
Thank you for the Splinter Cell fixes brotha! :steamthumbsup:
D 6月18日 14時00分 
The work you've done for the Splinter Cell community is amazing. Thank you for your hard work! Stay Stealthy :steamthumbsup:
Joshhhuaaa 4月20日 13時05分 
It was pretty much an empty project except as a temporary workaround sky rendering on Unreal Engine 2 was broke at the time so I think skybox materials might’ve been flagged as hidden. The remix discord had a SC1 project thread if you needed help with setting it up. That one link I had up was taken down because I haven’t bothered updating it in some time, remix has gotten some updates since and the editor is now launched.

The LOD on the first 2 games is very noticeable, not sure if you can always force highest quality, it’d be nice if there’s a way
ounces 4月20日 10時34分 
Hey Joshhhuaaa, thank you for your splinter cell guides! They are very helpful and work great! I wanted to try out your RTX remix project for the original but the link seems to be dead. Any way to try it out?

Something that I was thinking about also for the original and Pandora if there was a way to make the character and environment LODs all full quality? For NPC's in 1 and Pandora they sort of pop-in to higher quality versions of the model as they move closer to the camera. Do you know if there is a way to force the highest possible quality model at all times? Can be a little distracting on modern displays! Thanks again!
Faib 1月21日 2時02分 
ok i see.well i can only speak for myself that it definitely changed for me.maybe its a hardware specific case.im usuing a Logitech G Pro mouse.
anyway thanks for the reply and all the work you have done for the community.
Joshhhuaaa 1月20日 16時32分 
I used to have it in the guide because some suggested it, I removed it recently because I don't really think it does anything from testing it myself. The SCPT "aimTuning" parameter was obvious acceleration, but biasCut is in SC1-4 and I don't think it has relation with mouse acceleration.