#FUE5
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Oh thank you!
Didn't even know Threads exists on discord.
Sorry for offtopic in the main mod-making channel.
There rarely used here, but it looks like a good opportunity
I'm no mod, I am not yelling at ya :)
man now idk if this conversation should be here so people can see it or in your discord lol
by how you're handling cliffs, I meant more as a "factorio doesn't inherently have layers and cliffs are glorified walls yet I saw elevation changes in your trailer so how tf does that work" kind of thing
In the trailer? It's done by hand ๐
But in the actual exporter it shouldn't be a problem. Nuke has excellent ways of creating sets of vertices in 3D space based on information from the Factorio game.
These sets of point are then used to spawn actual wires and stuff in 3D space in FUE5
im assuming you check if its 'filled' an area and if not create the other corners?
like you can have something like this
Yes definitely!
That's correct. By checking neighboring tiles it can be worked out what's the actual tile and what it occupies.
even with all of the jank you can put around it
assemblers are there just to show how the ground is flat
The good thing about Factorio - it can be described super easily thanks to it's tiled format. Converting satisfactory to 2D imitation would be probably more difficult ๐
someone tried and didnt bother to make any graphics lol
also i found three more graphical glitches
I guess I just don't understand how you'd solve elevation differences when the entire game is flat
- inserters seems to have random items
- underground belt isnt actually underground
- thats not how side loading works lol
also ores are missing but thats a rather minor gripe
there's an actual elevation property that each tile has that you could use, but that's smooth gradient noise
You would probably have to consult Nuke regarding the specifics, I only interpret what he does ๐
you could terrace the elevation values to the ones that cliffs use to spawn, but still not sure how you would handle the places where cliffs aren't
Yes there is a lot of stuff missing. We're working on it day by day, adding new stuff, but there is sooooooo much to go over lol.
is nuke in this discord?
@lost arrow busted (that's him)
- yes, inserters don't care about what is in front of them, even if absolutely nothing they still will pick up random items
- that's actually on Hurricane
- UE doesn't actually simulate belts. Each continuous belt segment simulates its own items and when belts with items on them are exported we show same type of items on the belts in UE
I do but I didn't bother check which is left and right...but it will be fixed when I finish the rewrite of all FUE systems
actually are you just doing it for a belt segment? because i just realized in the UE there's plates on both sides when its on one side only
keep in mind that while the drop position is normally the far side of the belt, plenty of mods allow you to set a custom drop position for the inserter so you'll likely have to go from there instead of just assuming the other side*
I honestly don't remember how the old system works exactly, it might be that there is some item on that belt lane somewhere...
eh belts look pretty funky atm
I'm pretty sure they're only supporting vanilla
im fairly sure the cicruits aren't supposed to be there
might be an issue with reloading instead of restarting tho
1sec
and that's completely fair, but figured i mention it so they can atleast keep it in mind if they decide to care, instead of running into it when its all done
well, regardless...the new system will work much better ๐
eh fair enough lol
so how are you doing cliffs, if at all
that's the one thing I don't have an idea about
we don't do cliffs, the show in the trailer was hand made
I see
different topic then, is the ground just an endlessly repeating texture? It seems too small, and its not exporting any ores or concrete
that one is for @signal kernel ๐
The texture repeat should scale with the scale of the factory.
You getting some strange results?
giff pic ๐
yes, we never ever cared about what's on the edges
also to be fixed in next version
we just put one building far away from what you want to export to extend the bounds
whenever I was making a shot I wanted as large bounds as possible to not accidentally see the edge of the world therefore I places singular distant building far away from the base
these are my extended bounds
i see
far away in the distance there is a lone structure keeping those stretched
wait how come your tiles change?
this is trailer shot, mostly custom tweaks and such
ah
do you have an ETA?
yeah I'm asking that him aswell
he went to sleep tho lol
so while he's reworking the core systems I'm doing the boring stuff like asset creation and tweaks to the existing ones
ah right
wanted to ask this
will you make a tutorial on how to add assets?
to allow people to add them for their mods?
I think we can put it on the list yeah.
Adding the assets is actually super easy and I've streamlined the process alot so you can just take building from... I dunno.. Starcraft 2 and slap it in FUE5 easily.
i see
also
i just accidentally clicked the wrong button
clicking on 'default-json' and doing it again reloads much quicker
or local-json
the last button in default
ah, yeah that's option aswell
Sorry it's bit clunky. It's in early stages. Creating the trailer was like working in a minefiled of bugs and glitches ๐ Which helped us to catch a lof them actually.
fair lol
btw offshore pump and rocks dont have models
and water's not spawning in properly
yes, on the list
water we don't know how to do yet lol
we need some smart tiling system for water and concrete
smart in way IT DOESN'T SLOW DOWN THE VIEWPORT, it needs to be performance cheap
maybe make it a toggle for now then? Like the belt and entity layer, keep ground tiles in a third?
yeah ground could use it's own system definitely
we kinda ignored it since working the structures was number one priority
- pull the new one (just updated today)
- it has it's rotation set to random via construction script, we'll be removing those once the new base spawner is in
i just pulled it like 3 hours ago tho?
okay 5ish
kek
they're rotated at random to give sense of variance
same building 500x next to each other isn't very trailer friendly
Just wait. It'll get weirder once you add more axis to work with.
how the
did you cut out parts and moved them?
or can we just paste three surfaces together?
You do the prep work in Factorio and then just rotate each individual json imported base.
It's prone to throw matrix issues so we're slowly solving those aswell.
It generally assumes up is up. Well.. here up is down and right is front...
wait how do i import multiple bases at once? I thought it replaces it?
ah i see what you mean but where do i tell it which json to use?
local json setting grabs the json next to the blueprint (on folder lvl)
you just have to set itself as a self reference so it knows what local means
so, generate it, then move and dont touch?
nono, you can touch
just have 5 folders, each will have it's json, it's base spawner, it's belt spawner
and you're set! ๐
who uses just one?! factory must grow
can you provide an example folder structure? Here's the windows command
tree /F /A > tree.txt
like from when its relevant lol
oh thats literally just cd there and enter that
it generates the text file as output
by a very stretchy definition lol
yea unfortunately that still doesnt tell me where i have to make the part folders lol ๐
howd u guess lol
yeah I was lost first days aswell
all i ever did was mess with buckminister's dwarfsdk
doesnt ue have a path limit tho?
don't even know what that is
true
btw
is the _child part of the name relevant?
or can i just copy paste the thing in blueprints/base-spawner
no, UE does that whenever you make a child of blueprint
I never use the ACTUAL parent
I always child. I child as much as possible everywhere.
Whenever I use the actual parent I either have a good reason or am just dumb.
ah
are you duping the original thing?
also i think my ue just crashed
all i did was click on the content browser lol
๐
BRUH MY GPU CRASHED
lol what you got? ๐
3060 small version
hm interesting factorio crash message is different
also the audio driver kept playing the sounds
nah it reconnected
or rather windows has a command to reboot ur graphics card
ctrl shift alt b
well i think i broke it again lol
i saved and tried to move the original one down
ah thats just lag lol
huh
yeah ground clutter likes to mess around but it always comes to it's senses
you'll figure out the basic handling soon
new system nuke is preparing will be muuuuuuuuch more simple
eh fair enough
oh this is weird
it said graphics card crashed again but factorios still running
ah it started on internal gpu makes sense
oh lol
tho whats up with UE and crashing my graphics card
its not like 63ยฐC is that hot
btw i dm'd you the mod im currently planning
well the notes at any rate lol
thought u might be interested
I have no idea how people make mods for Factorio so I'll peek in ๐
well me neither lol
tho i do have some experience
im planning on doing an overhaul
then you should definitely make it similar to pY so more people lose their mind building even the most basic stuff! ๐
oh actually, im trying to keep the complexety close to the original game
just, you know, with a completely different setup
there, you happy now?
eh i default to iron chests out of habit
mostly cuz wood is really tiny and u dont have access to steel immediately
i know that steels objectively better but it takes a while for me to realize that and switch each playthrough
not sure if it fits here but does anyone here know how to use git to link the directory i have FUE5 in? I'd rather avoid redownloading the whole thing because i didnt use git the first time around
You can definitely do that (I think). Nuke showed me that by downloading GitHub Desktop app you can link the project folder on your HDD to the live main branch on our GitHub repository and easily fetch&pull new updates.