#Index: Purger

3123 messages · Page 4 of 4 (latest)

steady maple
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I'm making the assets on my own, but there is still stuff to point out:

  • Balanced usage of references. It is important to use them, but if you will get tied to them wa-ay too much, it may be limiting
  • Preference of speed. I'm not spending an eternity on all assets, instead i try to optimize the development times and use it wisely
  • Tools. Each for it's own! I use Blender for geometry and UVs, and i have a custom-made Blender plugin to make it easier to export things for this game. GIMP is used for various kinds of things, starting from icons and ending with seamless photo-textures to use in environments. Quixel Mixer is used to mix up the materials taken from Polyhaven/AmbientCG in order to make them fit better in the world of this game. Substance Painter make it faster, easier and cooler to make textures for props, characters or weapons
    Either way, if you have more specific questions, i'd like to answer!
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Hey! I'm not sure about help when it comes to programming of this game, but i'd love to see you on our Discord server (it is listed in profile, i cannot send it here cause auto-mod). Sometimes i discuss the problems of this game, for example, in dev-blog channel there is a thread regarding the slow Godot filesystem and my thoughts how to potentially fix it. Maybe in future i'll be able to actually hire people, who knows

sudden nimbus
torn fossil
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@steady maple You have lots of experience with godot and have made one of the best looking godot games ive ever seen, do you know if it is possible to make collisions for an object (a gun) that morphs around a object and has collisions i can add a 3d collision mesh thingy but it dosnt work like no collisions not properly

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I probably dont make any sense tell me if i dont 😄

torn fossil
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or enemies

steady maple
steady maple
# torn fossil <@278176382503354370> You have lots of experience with godot and have made one o...

Hmm i'm not sure what can i tell. Firstly i probably need to clarify how physics work in Godot.

In Godot, there are nodes that extend PhysicsBody, nodes like RigidBody, StaticBody, Area, etc (i know it's 3.x namings just got used to them). In order to make an actual physics object, you have to understand what kind of object that is: dynamic or static or etc.

Any physics node will have collision only if you add CollisionShape as a child of this node. I should clarify that you have to add CollisionShape as a child of physics node, otherwise it is not going to be functioning

Right:
- RigidBody
-- MeshInstance
-- CollisionShape

Right:
- MeshInstance
-- StaticBody
--- CollisionShape

Wrong:
- CollisionShape

CollisionShape alone does not add any kind of collision on its own, it only adds it if you've parented it to physics body

now switching to 4.x namings
I will assume that to make your object "morph around a object", you may need to use some kind of CharacterBody3D and write your own logic the way you want to. Probably you may need to use RigidBody3D instead (with a specific mode that would disable gravitation/acceleration/etc) to have a possibility to make the gun have physics whenever it is needed

Potentially you may get that effect by reparenting, for example, the gun to specific object, but i'm quite not sure what else can i tell given the context described by you

abstract grove
# steady maple

Btw, how are you doing the text hovering over the item thing in this screen?

steady maple
# abstract grove Btw, how are you doing the text hovering over the item thing in this screen?

It's surprisingly easy, basically, it consists of 3 nodes: 2 Label3D and 1 MeshInstance

Label3D is configured to have billboard enabled, no depth tests, unshaded, some nice font with outlines, etc

MeshInstance is supposed to be like that too, like, it has a material on it with pretty much same settings as Label3D (unshaded, no depth tests, etc) and has a specified texture to use it as splitter of sorts

All of these nodes should share same transform (no origin offsets, no rotational offsets). You may have a question like, how did i make it offset where i need it and i did basically 2 things:

  1. MeshInstance has QuadMesh assigned to it as a mesh, which allows to configure the size and center offset, which ultimately allows to tweak the position on screen
  2. Label3D have "offset" parameter, which can be used to place the text whereever you need

Disabled depth tests will make it visible from anywhere, in order to fix that, i just made a simple script that checks squared distance to player's camera. If the showup is too far, it'll make it invisible

abstract grove
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so cool

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even godot 3 is feature-rich

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i know it was

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because i used it then too

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but i found it very confusing

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4.x is when i got really into it

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but i see that you and leaden sky dev have really mastered the engine

steady maple
steady maple
abstract grove
abstract grove
sudden nimbus
steady maple
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Ah gotcha!

steady maple
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Working on voicelines

steady maple
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It is fun playing chess on an outdated map

latent peak
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Your faces remind me of the SCP: SL faces

steady maple
steady maple
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During these 2 days fixing up the game after all the horrible things i've done with it...

Damagable objects bug out when you load a save without them
Loadout music is not affected by music volume settings
Music is getting interrupted during loading screen
The new game crashes if you start with a new values.json
Autosaves are not saving sometimes
Settings should make a save to reload from
Smoke, dust motes and other GPU particles have wrong AABBs
BasicDamagable's explosions don't damage anything
Water does lag if it moves (m_day5_9)
Missing ammo pickup icons
Colored props do not initialize properly in game or in editor
Grenade launcher uses invalid player ammo HUD
You can hear something during loading screens or func_loadout
Voicelines lower down the music volume too hard
NPCSpawns seem to have impact on performance on their own
Potentially "Walk Areas" of NPCs collide with static concave geometry
Certain character model LODs are not correct
m_day2_poor_zone lags for some reason?
Crosshair doesn't show the real hit pos anymore
Potentially triggers collide with world causing lag
Main menu is totally black when you return to menu location
m_day1_3_post1/m_day1_2_post1 crashes
Opening game menu in loadout menu makes the cursor disappear
Opening dev-menu in main manu or loadout menu makes the cursor disappear
Ragdolls seem to collide with bone attachment
NPCs hitbox seems to collide with world
NPCs hitbox may cause lag on it's own
"NPC Jump Down" triggers cause lag
Fix-up NPC amounts and set them up properly on all m_day1_* locs
Ragdolls have weird offsets on shapes
ST_Battlefield support amount for the case of low NPC amount 
Fix shapes on current version ragdolls
Partially disable NPCs hitbox at distance
m_day2_poor_zone absurdly long loading times
SurfaceData initializes way too late?
Try using PhysicsServer.set_active

There are still things to fix

steady maple
steady maple
torn fossil
tough hemlock
steady maple
steady maple
steady maple
silk egret
steady maple
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Missing resources in exported game made it look like that

fathom sentinel
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Yo lmk if u need any help with localization

steady maple
# fathom sentinel Yo lmk if u need any help with localization

Heeeey dude yeah i will. I'm going to make a tool for this soon, i hope it will allow to both tweak the original english text and add new languages. For the time being i'm trying to work with NPCs (pathfinding, optimization, AI fix-ups, etc) and generally fixing up the game after... everything i did with it, yeah. You should totally join the server if you want, i usually post more about this project in there

tough hemlock
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I know that

steady maple
steady maple
steady maple
steady maple
steady maple
silk egret
white pond
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looks great. Been looking for 3D godot examples. Been trying out unreal, but coming to the conclusion that its too resource intensive and I dont want to fry my computer making video games. This looks like a great example of a 3D godot game. thanks for sharing

steady maple
steady maple
steady maple
tardy shard
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It is a pity that there is no community here (I mean completely Russian-speaking) that would be delighted with the translation. But we'll have a lot of money, hehe

dense oar
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the server has plently of russian speaking member i think

tardy shard
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I think so too... But at least there aren't many of them in this branch, lol

steady maple
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Giantic NPCs update

cinder wagon
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holy shit those are incredible

steady maple
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He killed himself with an office chair

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I guess that's when the beat drops

silk egret
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.ai

deft cedar
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wait did this guy leave?

torn fossil
latent gale
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hehe, i made those and they are based on makehuman and well heavily modified but the blend is there as well, it should be ez to rerig other hand models and there is a tactival glove version as well 😉

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not to hijack this here but btw there is this thing https://youtu.be/zPnIDQ-A87I?si=Y3qXx0wKNVHOvq_X which seems pretty cool for adding unlimited characters, i know purger might have the design already done regarding characters but the humanizer could be useful

sudden nimbus
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dad left :(

dense oar
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They're likely still working on the game, just without sharing things publicly

torn fossil
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Where is everyone

dense oar
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Who are you referring to?

latent peak
# torn fossil Where is everyone

I have no idea if thats what you meant, but this is no longer the official Godot Engine discord (see #announcements-deprecated )

torn fossil
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oh nvm i know

tough hemlock
torn fossil
tough hemlock
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got it

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btw

tardy shard
silk egret
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damn its been a while since anything happened in this thread

silk egret
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posted something here for everyone to know that this project is indeed not abandoned and is still being worked on

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check out the demo if yall got time as well, its fun!

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here are some images of the newly re-lit areas with bounced lighting

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Deeply sorry for the sudden progress spam and dump lol

silk egret
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this thread is gonna be more active than before by the way

silk egret
silk egret
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chat we've got a server tag now

dense oar
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i'm idx gang too now!

silk egret
silk egret
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Index Purger's github repository is 69GB large lmao
The actual game is way under 10GB though

dense oar
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makes sense

silk egret
silk egret
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shrek

silk egret
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Bit of a delay since anything was posted here last, but we still exist!

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And here to drop a massive technical update

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CHARACTER BUILDER!

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the following messages are directly copied and pasted from the Index Purger Discord Server ||(wWKuwEwXjR)|| announcement channel

messages were written by dadaskis

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Character Builder

Did you expect another shitpost from me? Anyway, this is by far the most serious post here. At least, the one i'd actually wish to elaborate on. For the time being i've been working on a utility tool called "Character Builder". It is supposed to resolve one of the critical workflow issues that this project had whenever it came to creation of characters.

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How was it made before?

  • Create a high-poly model of clothes to combine in one mesh afterwards.
  • Making a quick, dirty low-poly with Instant Meshes.
  • UV unwrapping, baking, texturing, quick rigging, tada.

In 8 hours i could make one character! Or, not really 8 hours, sometimes more if you had to make quadruple NVGs for example. This workflow was blazingly fast, really. However, it was suffering from issues that were rather offputting for me as a developer:

  • Each character would require at least 8 hours of work, of course, it could be less... but it would come at cost.
  • There's no possibility to reuse any parts of already existing characters.
  • Higher level of detail usually meant going through several circles of hell. Would you like to take a hellish ride?
  • Hard surface modelling (forementioned NVGs) is rather complex.
  • It is nearly impossible to go back and change one little thing in a model.
  • And so on, if you have certain experience in modelling, you might mention even more of these points.
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But, why do you need this tool?

So, i wanted to get a change in my life. Here, i would like to elaborate on my logic when it comes to visuals... I should say that i don't really give a fuck about graphics, like, really. I mean, it's cool to have something that might look like something-something high-fidelity, high-detail, and so on. It is also an industry rat race that doesn't seem to be pleasing. In this case, i'm not even an artist, but an engineer that says to himself: "If it works, don't touch it". I use the end results as something for analysis, but in the end, i always pay more attention to workflow. If it is painful to work, then it is almost guaranteed to provide bad results. And, of course, optimization is always something i wish to get in first place. Hence why paying more attention to creation of tools for creation of visual content is way, way more preferable to me. Whenever i've taken a look on my older workflow, i saw a mess that needs a fix, even if i was pretty much happy with the end result (nobody else except me btw). However, after numerous prototypes, i realized i need more solid storytelling. Comics renderer and the entire comics system show characters in more detail. This way, i would need to fix 2 problems: More characters, and, of course, more detail in characters. The old workflow was no longer sustainable in this case.

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What problems Character Builder is solving?

It provides a solid workflow to make characters of any complexity. In fact, it works like constructor of characters. If you ever played GTA, you probably were using their dressing system at least once to change apperance of your character. In this case, Character Builder is quite similar. However, in this case, it is usable for making of character models, that later can be used for NPCs or comic scenes. In this case...

  • Character Builder is providing "character parts" to add parts that have influence of multiple bones. These can be rather complex clothes or equipment.
  • "Character details" are objects that are attached to a bone (100% bone weight influence on all vertices), in this case, it can be ammo rig pouches, radios, goggles, minor reusable details.
  • Solid preview of a moving character to show how vertex weights are working.
  • Possibility to save and return later.
  • All assets can be loaded in real-time, you don't have to wait for Godot to import models or textures.
  • Subtextures support and material editing for even more visual control.
  • Export of GLTFs with minimal amount of materials by creation of combined, optimized texture atlas.
  • Due to more modular workflow, work can be split between multiple artists working on different parts/details.
  • And probably a bit more.
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How does Character Builder affect the workflow?

It is slow as fuck now! I mean, don't get me wrong... When you have to create a character from scratch, it might take a while. However, in the end, if you make enough of these clothes, you can change their textures, make more variation, etc etc etc. So, it is slow to start, but the more you work with it, the bigger your asset library gets and then you get faster development of characters. That means more creative freedom in creation of any characters. This is something i wanted to get in the end. And this tool was the only way to get it working. Of course, i was trying to research it for quite a while. The closest thing that worked the way i wanted was "Mixamo Fuse" program. However, it didn't do a good job with combining materials, it was rather complex to set up my own custom content and etc. Creation of this tool was only question of time and the time has come.

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Thanks, Cali

During recreation of merc_light_unit0, my friend @steep spindle helped me to create optimized high-detailed parts of the character specifically for the head. In this case, @steep spindle made...

  • Recreation of 6B47, both covered and uncovered variants (only covered were used in the end result).
  • High-detailed respirator with a lot of fancy straps all around.
  • GSSH-01 headphones.
  • Knife pouch with an additional pen just in case.
  • GP pouch (maybe for medicals, maybe for everything).
    Once again, thank you very much @steep spindle for participating in development of this character.
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And thank you for reading.