#scaleform
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darling, sweetness, love of my life
miranda lawson's armory
bonus w/the red lips:
and the fits:
#mass effect#miranda lawson#mass effect mods#i mashed together 3 different miri complexion mods for this lmao#had to blur the dialogue box b/c i forgot to enable scaleform off#and that was the best close up shot i had#aren't her boots so cute?#edain's edits
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bizarros on the brain (totally not bc i saw roselock draw them lol)
anywayz i think that after they "die" they come back and just kinda live and do crimes and shit. also they're mirrors of the ninja now so they're exactly what the ninja aren't ^v^
tong (kai's bizarro) is super nervous and timid, very withdrawn, and doesn't really care about his appearance. finn (zane's bizarro) is chipper and happy and chatty but SO willing to do crimes. pepper (cole's bizarro) is chill and always has his head in the clouds, so he usually gets confused and lost in thought about everything. he also loves to cook and is really good at it. and lazuli/stellar (jay's bizarro) (can't settle on a name for him) is grumpy and serious and barely ever smiles, and HATES jokes and technology.
also since they're the ninjas' mirrors, tong and lazuli's scars are on the other sides :) its how nya found out that the jay that was talking to her was not her jay, the wrong eyebrow was chipped.
in alterline, only jay and lloyd know these guys exist, otherwise they hide out in their shitty apartment and do low-level crimes to keep themselves afloat (since they don't really have a government id).
stellar is kinda the defacto leader because he's the only one willing to get shit done in this friend group. otherwise, they're just worsties living together bc they're the only ones who will get each other <3 lol
#jay.error#ninjago#bizarro ninja#bizarro jay#bizarro kai#bizarro cole#bizarro zane#alterline.png#jay.png#uhhhhhh#ocs.png#technically?#lazuli's scales are also inversed to pinky-red#just bc i think its neat#there are three scaleforms in existence pre fs16#and its jay sky and lazuli#xanthe joins the quartet after fs16
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NYX SHEPARD and KAIDAN ALENKO MASS EFFECT 1 POST MISSION DIALOGUE
#mass effect#kaidan alenko#mshenko#male shepard#commander shepard#gamingedit#meedit#dailygaming#lgbtvideogames#cleric's gifs#nyx shepard#his eyebrow weights are still a bit wack but I'll fix that later#mello is such a good mod but it really makes nyx look a lot younger here lol#also show scaleform my beloved#best way to get rid of the dialogue wheel on command lol#mass effect 1
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GUI/MENU OBSERVATION and THOUGHTS design
2016 vs 2017 vs 2018
2017 vs 2018
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Solving Scale Issues: A Comprehensive Guide to Scale Inhibitors
In the vast landscape of industrial processes, water reigns supreme as an indispensable component. It's utilized across various sectors, from manufacturing to power generation, playing a pivotal role in operations. However, where there is water, there's also the persistent challenge of scale buildup. This issue, often lurking beneath the surface, can wreak havoc on equipment, efficiency, and overall productivity. In this comprehensive guide, we will delve into the intriguing world of scale inhibitors—a powerful tool in the battle against scale-related problems.
Understanding the Scale Issue
Scale, in its industrial context, refers to the accumulation of mineral deposits, primarily composed of calcium and magnesium, on various surfaces within systems and equipment. It's a silent intruder that emerges when water with a high mineral content is subjected to heat or evaporation, causing these minerals to precipitate and stubbornly adhere to surfaces. The consequences? Reduced flow rates, diminished heat transfer efficiency, and an uptick in energy consumption.
The implications of scale aren't limited to decreased efficiency; they extend to frequent breakdowns, downtime, and the accumulation of costly repair bills. Scale buildup acts as an insulating layer, creating a thermal barrier that impedes the efficient transfer of heat. This impacts not only the performance of equipment but also inflates operational costs.
The financial ramifications of scale buildup are substantial. It translates into higher energy bills due to the decreased efficiency of heat transfer, an increase in maintenance and repair expenditures, and a shortened equipment lifespan. In some critical industries, such as power generation, scale-related issues can culminate in unplanned shutdowns, resulting in significant financial losses.
How Scale Inhibitors Work
Scale inhibitors are akin to the unsung heroes of industrial processes. They are chemical compounds meticulously engineered to thwart the formation of scale deposits. These inhibitors employ a cunning strategy—they alter the crystal structure of the minerals present in water, rendering them less prone to adhere to surfaces. This preventive action is pivotal in preserving the efficiency and integrity of industrial processes.
Types of Scale Inhibitors
Scale inhibitors exhibit remarkable diversity, each tailored to specific applications and water conditions. Let's explore some common types:
Phosphonate Scale Inhibitors: These are particularly effective against calcium and magnesium scales, rendering them less likely to form deposits.
Polymeric Scale Inhibitors: Versatility is their hallmark, as they can effectively combat scale in a wide array of water conditions.
Threshold Inhibitors: These work their magic at high mineral concentrations, preventing the formation of scale even in challenging environments.
Crystal Growth Inhibitors: These precision inhibitors disrupt the very process of crystal growth, leaving scale with no foothold.
Where Scale Inhibitors are Used
The scope of scale inhibitors extends across numerous industries, including:
Oil and Gas: Crucial for preventing scale formation in pipelines and reservoirs, which can otherwise lead to costly blockages.
Chemical Processing: They play a pivotal role in maintaining the integrity of heat exchangers and reactors, ensuring smooth operations.
Power Generation: The efficiency of boilers and cooling systems is safeguarded by scale inhibitors, crucial for uninterrupted power production.
Food and Beverage: Equipment in food processing plants benefits from scale inhibition, preventing contamination, and maintaining hygiene.
HVAC Systems: Cooling towers and chillers remain efficient, reducing energy consumption and operational costs.
Compatibility and Environmental Impact
The chosen scale inhibitor should not operate in isolation but rather harmonize with other chemicals used in your process. Additionally, prioritizing inhibitors with minimal environmental impact can help ensure your operations are environmentally responsible.
Benefits of Using Scale Inhibitors
Improved Efficiency
One of the primary rewards of employing scale inhibitors is the substantial improvement in efficiency. By preventing scale buildup, equipment can operate at optimal levels, leading to energy savings and heightened productivity.
Extended Equipment Lifespan
Scale inhibitors are akin to the elixir of longevity for equipment. By mitigating the wear and tear associated with scale-related issues, they contribute to fewer replacements and lower maintenance costs, ultimately prolonging equipment life.
Cost Savings
In the long run, using scale inhibitors translates into significant cost savings. Reduced energy consumption, fewer breakdowns, and an extended equipment lifespan all contribute to a healthier bottom line for businesses.
Conclusion
In the intricate web of industrial processes, the battle against scale is ongoing. Scale inhibitors emerge as stalwart allies, offering protection against the formidable enemy that is scale buildup. Armed with an understanding of the problem, knowledge of the inhibitors' mechanisms, and insights into proper application, you can equip yourself to face the challenges of scale head-on. By choosing the right scale inhibitor and embracing best practices, you pave the way for improved efficiency, extended equipment lifespans, and substantial cost savings—an investment in the longevity and prosperity of your operations. Scale may persist, but with scale inhibitors, it no longer holds dominion over your industrial endeavors.
#scele inhibitors#scale inhibitor#scale inhibitor chemicals#scale inhibitor manufacturing#scale inhibitor manufacturers#scale inhibitor suppliers#scale inhibitor distributors#scale inhibitor for water treatment#scaleprevantion#antiscalant#scaleremediation#descaling#scaleformation#phosphoricacidplant
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Hiiii!~ Will you be implementing SimMatically's "No Ads at Launch & Overlay Glitch Fix" into your main menu overrides since it's not directly compatible? <3
Hi, unfortunately I don't know how to remove the launch ads. If someone tells me how Simmaticaly removed the ads in the ScaleForm GFX, I'd be happy to update my base file.
I don't know about the overlay glitch though, I haven't noticed that issue with my menu.
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Jogo PS3 n°692 - Rune Factory: Tides of Destiny
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#runefactorytidesofdestiny #runefactorytidesofdestinyps3 #runefactory #runefactoryps3 #natsumeseriousfun #natsume #criware #scaleform #blus30759 #ps3 #playstation #playstation3 #ps3games #ps3collector #ps3collection #jogosdeps3 #game #games #gamer #retrogame #retrogames #retrogamer #videogame #drasgondigger #runefactorydrasgondigger #ps3drasgondigger #rpgdrasgondigger #ps3brasil #playstation3brasil #playstationbrasil

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anyone here that has experience working with scaleform gfx files and how to edit them? i'm trying to use ffdec to edit the new main menu for sims 4 but it's literally impossible to figure what is what lmao
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Runtime Reflection and U(C)
There’s a certain beauty about runtime reflection. It’s not a reflection of our faces, so that’s probably part of it, but the dynamics and convenience it enables really stand out in all that gloss. If you can keep it to non-critical systems, where performance isn’t too much of a concern or frequency of use is relatively low, it’s a great tool to have!
Runtime reflection, for those curious, is the ability to get information about your code while it’s running. Variable names, class layouts, function signatures, figuring out which class an object REALLY is, etc... You reflect upon your self~ at run time. Depending on what language you’re coming from, this probably sounds like the norm. Unfortunately, I hail from the lands of low-level pretentiousness where this type of thing is sorely frowned upon for the sake of frowning (plus a bad first attempt), but I digress.
At my day job, I work in Unreal Engine 3. This old iteration of the now-famous game dev suite pushed its own scripting language, UnrealScript (UC), to ease gameplay development and support complex systems with simple keywords, automatic memory cleanup, and language-level features. It’s pretty cool, despite being a total mess and the worst. BUT it does provide one key thing: reflection! AND we can access this runtime reflection FROM C++!!! Which conveniently works hand-in-hand with UC.
So What?~
So... We also work with this thing called Scaleform, which is the abysmal love-child of Adobe and Autodesk that puts Flash in games to use for user interfaces. THAT runs on Adobe’s language, ActionScript (AS). It’s like JavaScript, but somehow worse.
It has so many issues... Like the fact that there’s no project management, so whichever version of a script happens to load first is the one the game uses, even if it’s old. There’s no viable debugger for Scaleform, so you have to rely on old-school output logs to track issues down. Changing anything in Actionscript requires updating an Unreal package, which means it has to be processed for various test cases, doesn’t play well with source control, etc.. Not a fan...
And?.. What does that have to do with Reflection?
It all relates, promise! I despise the whole Scaleform process. ActionScript is workable, but everything around it and how it impacts our process really gets to me..
With C++ reflection of UnrealScript classes, we can subvert ActionScript in favor of UnrealScript and C++! Well, we could do that regardless, but this makes it way more convenient than having to manually setup the code for our scene to associate Flash objects with class members.
See, I made a base class (named FlashNativeWidget) that is associated with a Flash display object on creation. After creation, it uses reflection to check what object member variables it has; if there are any members that have flash object classes, it tries to get them from Flash by matching the variable name to display object sub-elements. ActionScript does this already- variables will auto-attach to objects in Flash that have the same name, so pulling this convenience up to C++ means that’s one less reason to use AS!
The nice thing about this reflection is that anything that inherits from that base class will just work with its logic. Any new member objects that they add will automatically try to associate with display sub elements because it’s reflecting over the most derived class’s members.
Previously, we would have to manually try to set up those associations on create, which lead to people being understandably resistant to the verbose mess needed to have multiple UC/C++ classes in a single Flash object. This resulted in what’re called “super classes”, which are massive chunks of code that, scientifically speaking, do way too damn much... Now, it’s just as easy as AS (maybe slightly easier) to associate with multiple classes, so hopefully we won’t get super classes as much (UC has it’s own headaches that contribute here, another talk).
Is that all? What’s Next?
It’s far from perfect, and far from ready to replace ActionScript. The real issue is that the game is so old that most of our controls / systems are AS-centered, so those will need to be transitioned over time. BUT being able to reflectively bind UC/C++ to Flash is a major win that’ll make the transition that much easier.
My next big plan with Reflection is to allow nested binding, where you can go into sub-elements of sub-elements without the need for an entire other class or manual load code. In previous C++-centric Flash scenarios this was a common occurrence, and provided the bulk of verbosity. Sometimes you just want to skip containers and get their children. I’m thinking about using data-only structures, where variables of struct types with Flash object members are treated as skipped containers and the members get populated. While the struct setup might be weird, it’ll make the access code mirror the scene layout, which can be great for logic!
Maybe after that, auto-bind lists of objects with dynamic arrays? Hmmm... The potential! I’m probably going overboard xD Time will tell
Will post an update on how poorly this goes, eventually~. Please drop any Reflection-to-the-Rescue’esque stories in reblogs / replies in the meantime!
#programming#program#code#coding#dev#development#developer#game dev#game developer#game development#C++#unreal#unreal engine#unrealscript#ActionScript#Scaleform#just in case - the title is a bad play on UnrealScript's file extension UC#plus those cheesy 'The _____ AND YOU' PSA titles
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vimeo
Interactive Presentation of the "Electronic University" System.
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ajudar a encontrar o hack sem comprar Borderlands 2 VR
Borderlands 2 VR hack tool creator 2K
rating =4,5 de 5
plataformas =Playstation 4
Descrição =Powered by Wwise © 2006-2018 Audiokinetic Inc. Este produto de software inclui o software Autodesk® Scaleform®, © 2013 Autodesk, Inc. Todos os direitos reservados. Todos os outros direitos autorais ou marcas comerciais são de propriedade de seus respectivos proprietários
data de publicação =14 dez 2018
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Código do vr de hackers borderlands 2
Hack engine Borderlands 2 no hotel. Mecanismo de corte Borderlands 2 vraie. Passo a passo do vr borderlands 2 do motor do corte. Corte o motor Borderlands 2 vrai. Hack engine Borderlands 2 vê o hotel em inglês. Motor de hackers Borderlands 2 grátis.
Mecanismo de corte borderlands 2 vr 2
Corte o motor borderlands 2 revisão vr. Motor de invasão Borderlands 2.
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I think the canon info i most feel like ignoring in this game is Hank's cop career. Why? Cuz the timeline is extremely weird and i'm 100% sure the article dates had a different year originally.
First of all, "a young but talented detective" and it's 2028? Hank was 43. Or they're talking about dude being new in the det shit? It'd still make him not a young guy and actually an already experienced officer if he joined the police in his early 20s (which is very common).
Secondly, no fucking way a 43/44yo mf was the youngest lieutenant in Detroit police. And if he was then the previously younger Lt was 44/45 '-'
Thirdly, placeholder dates in the scaleforms use the year 2011. That'd make him 26, relatively young for a detective and even younger for a Lt. Ofc it's a placeholder, but if it was really originally in the early or mid 10s then we have a Hank max in his early 30s - which makes things impressive the way the game is trynna portray.
Another observation: he skipped the Sgt rank? U need to serve as a Sgt for at least 2yrs to be eligible for Lt, from what i know.
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SKYRIM SE MOD LIST ( PART 3) UPDATED v1.02
Armour
Nier Automata Armor - CBBE BodySlide (SMP - Physics)
Sovereign's Slayer Armor SE
Skin-Tight Dragon Wear - SSE CBBE BodySlide
Daedric Armor and Weapon Improvement
Audio - Music
Falmer Sounds - the Betrayal Edition -SSE Port
Immersive Dragon Sounds -iDS- SSE Port
Clothing
ImoMegane Glasses SSE Converted by ZMD78
Crafting
Remove Enchantment Only
Creatures
Beasts of Tamriel 5.2.1 Alpha
Skyrim Immersive Creatures Special Edition
Environmental
Morgenstern's Mushroom Circles
Simply Better Torches (SSE)
Volcanic Mushrooms
TREES ADDON SE
Gameplay Effects and Changes
Auto Consume Potions SE
Holidays
Animated Enchantments Overhaul SE (use only one)
Arcanum - A New Age of Magic
Sword on Back Animation Fix (First Person)
Models and Textures
A Smile HD by MARI SE
Astral Aspect - 4K Standing Stones
Better Pebbles
better teeth for human races se
Blended Roads
CC’s HQ Guard Shields SSE - 2K
CC's HQ Barset - 2K
CC's HQ Carts - 2K
Creepy Seeker and Benthiclurker HD
ElSopa HD - Grindstone SE
ElSopa HD - The Smelter SE
ElSopa HD - Workbench SE
Ennead - Septims
Farmhouse Floor 4K retexture
Female Werewolf Extended SSE
Haladoon's Retexture Project - ALL IN ONE 2k
HD Urns Textures - HD Urns
Imperial Forts HD
Leather details and other things - All in One
Luxor's Sun Textures 4k
Mora Tapinella 2k
Rens HD Shrines
Sea of Ghosts 3D Icefloes
Silverware normal map fix
Simple Sacks SE
Skyrim 3D Furniture
Skyrim 3D High Hrothgar Steps
Smooth Water Texture
Stockade Wood Revamped Texture 4k
Those Buckets
Training Dummies Retexture 4k
True Farmhouse Wood
Candle Glow
HD Better Instruments
Gourd HD
4K Hagraven House
ElSopa HD - Giant Paintings
RUSTIC ARMOR and WEAPONS SE 2K
RUSTIC DRAGON CORPSE - Special Edition
Skyrim 3D Cooking
Riften Ratway HD
Auriels Shield Gold and Argent Retexture SE
ElSopa HD Meadbarrel and Spigot
Skyrim 2019
Skyrim 3D High Hrothgar Steps
HD Rabbit
HD Urns Textures
ElSopa HD - Strider And Netches SE - 2K
Burnt Wood
Ancient Pottery
Skyrim 2019
User Interface
Colored And Animated Celtic Icons For SkyUI SE
Immersive Quest Menu SSE
Pastel SkyUI Markers
Scaleform Translation Plus Plus
Wider MCM Menu for SkyUI
Bethesda Intro Logo Replaced SE
Skyrim Radar Mod SE
JS Lockpicking UI SE
Customizable UI Replacer SE WM
ElSopa - Animated Colored SkyUI Widgets SE
EZ2C Dialogue Menu - configurable
ReAnimate - Broken Animation Fix
Utilities
Hook Share SSE
Skyrim Souls RE
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Huh o_o
So I was profiling the 3 ways we could set the “enabled” value in Scaleform currently to see what’s more efficient.
This run is using a loop counting to 900,000, and inverts a boolean at each step.
AS Function Loop is an ActionScript function that runs a pure ActionScript loop GFx SetBool Loop is a C++ loop that calls AutoDesk’s GFx SetBool and GetBool TgGFx SetEnabled Loop is a C++ loop that calls my specialized variant just for setting/getting enabled
I’m... actually surprised that my specialization is faster? I expected it to be inefficient because it’s outside of the GFx layer, plus it has at least 2 safety checks that will cause branching?
The difference in times seems consistent regardless of the number of loops- except at lower counts because the times also include creating 1 object before each loop. In that case the AS function is slightly better than my specialization, and GFx SetBool is WAY worse because the GFx CreateObject function is terrible...
(Note, this is running in an optimized build)
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Vray 3 rhino interior lighting


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