#general-modding
1 messages · Page 22 of 1
But I like your logic
Maybe there could be a really hidden secret that you need to find in order to get a better rank
But what could be better than p
P literally means perfect
I used to have a mechanic like that in an absolutely ancient "break the targets" type game I made as a teenager where there was a single hidden gold target you needed to break to get an S rank on the level
I thought P means Piss
It means platinum or perfect
Xenon but that's a gas
But Xenon is used in car headlights so maybe you could make the X glow?
Xenon glows blue when introduced to an electric charge
Light blue it is!
Yeah, it kinda does look like that
yeah it does look like a snake balloon a lazy clown would make for your kid
Ok, guessing this is a no, so looks like I'm writting a controller mapping scheme myself
My desire to imitate Half-Life's visual aesthetic after playing Chop Goblins:
i think you can
How? None of the documentation seems to know
sorry for posting the cursed webpage
but these guys seem to make it work with a controller class
Ok, yeah, so looks like they're doing what I'm doing (at least on the r*ddit page)
Oh no
You can't grab focus of specific input devices...
This could certainly be a problem
Or at least a severe inconvenience, because I think I know a way to circumvent this, but it will be a pain in the ass to code
unhandled input?
You mean so that if a player with a controller and keyboard input something on both input devices, it doesnt override each other with accidental inputs?
Sorry for word soup
if you have multiple controllers, controller 0 would override input for controller 1 and 2 as well
so this is basically a game development channel now right
Idk
No what I mean is iwhen you join a server there is a GUI menu asking which team you want to join or spectate. Each player in the split screen has one of these menus so if you have multiple controller players, player 1's menu needs to grab focus and only be controlled by player 1s controller and same goes for any other split screen players
yes and no
elaborate
99% of the discussion is game development, 1% is modding some other game but those people leave after nobody responds to their question on how to install skyrim mod loader
cool
Can I swap the style of a button with code? I need the buton to be in a state where it appears focused but isn't actually
I added another stylebox to the theme but the documentation is about as helpful as a horse with no legs in trying to figure out how I can swap the stylebox to this one so it appears focused
Oh my god, Ijust realized I'm going to have to rig up the entire fucking pause menu like this too
had the same feeling playing dusk
y'know what i say?
nothin's new!
a lot of shit is very similar to other shit
Making the worst thing (hopefully) that I'll ever make in celebration of the public domain
shoutout to hatsu for letting me use his funny little guy drawing
(I didn't explicitly let him use it, the drawing is just available under Creative Commons 0)
(Meaning he was allowed to use it anyway)
Nvm, got this working, and I should be able to repurpose most of the code for the pause menu too so it shouldn't be too much of a pain
(although I only have 1 controller, so I can't show off the bottom 2 players working)
You know, looking at this, I'm currious where a chat feed would actually go
Player 3 in the bottom right would have to play through walls of text if I just stuck it down there like most games
Maybe I should do something like Roblox where the chat messages just appear as speech bubbles above the players heads
But that would also restrict players ability to communicate well with their team mates
who reads chat feed when playing local co-op with 4 people?
No, this is online with splitscreen
how the hell do you walk inside blender
shift + `
you also got to go into Preferences>Navigation>Fly & Walk and change the View Navigation to walk
and enable gravity
I'm pretty sure blender has its own game engine (although I haven't heard much good about it)
it has its own engine
blender game engine was long gone
it is not good and support ceased like over a decade ago yeah
bruh
I use the walk mode to test scale and stuff for environments
it's kinda doodoo for anything else
I remembered a cool blender game engine video from way back then but can't find it and likely I'll never be able to find it anymore
Does anyone here play modded Into the Breach or mods Into the Breach?
using jesus prime to help with uv mapping
how are the seams so far?
Good (not that I would know what good is)
nice
Really nailed the bodyshape.
Cool.
Predictable, yet still spooky.
Aww hell nah the fishing trip got all non Euclidean again
can someone help me add mods?
i did everything right and it doesn't work
it shows the main menu as if the mods folder would be there, but it isn't?
what game?
It doesn't matter its general modding if its about modding its fine🤓
If its about ultrakill modding it belongs in the chat made for it
oh
i thought the other channel was for showcase or smth
i wouldnt assume people to talk about random ass game mods here
you really hate using the texture space
not sure how people can be so oblivious
what
there are always a handful of excuses on the ready
It's not a big deal, man. It's a common misunderstanding. You aren't the first to make that assumption and you probably won't be the last. It's all good.
Maybe we should rename the channels to say "modding" instead of "mods"
Might make it less ambiguous
m_dding
"General Malding"
lots of empty texture space and you have the faces all skewed and angled, drawing on those are a nightmare unless you want your pixels 45 angles rotated
For low res unfiltered textures I'd advise packing them pretty tight with 90 degree straight seams.
otherwise it can get stretched, aliased and skewed
you don't want that
also set the UV corner snapping to pixels
https://www.youtube.com/watch?v=St-MCk4macg Pretty good video on the subject.
Retro assets for Unreal Engine:
Marketplace: https://www.unrealengine.com/marketplace/en-US/profile/Marcis
Itch: https://marcis.itch.io/
Discord: https://discord.gg/MVXtkeN
is this the guy who's doing the driver 1-2 inspired shooter?
Yea
Doing UVs for unfiltered low res textures is generally pretty different from doing it for other types of asset.
i don't mean the 3d and UV side, i mean his general game development skills
No I'm more just elaborating on the UV discussion.
i find working with unfiltered textures is much easier than high fidelty ones
you get to be creative with your UV's
i did the shading on one of my model's like that
some extra topology and used their UV's to give shading
the hardest part is making the stylization itself work and finding your overall style that represents the time and hardware you're aiming to go for
"retro" as an excuse for low quality models is a good take
low quality is such a mean way to put it
it is but some people make shit and excuse it as retro
which makes actual appreciative efforts (like yours) to showcase what truly worked for the original aesthetic
i mean hey, PS1 and N64 games had to look their best, they were full retail games and they had to sell
imagine if ancient devs were like "yea rush out the game, you can't do better anyways on this piece of shit just ship it as is"
you know
like fucking kings field
there was no way fromsoft looked at the games and thought "dude, we pushed those limits as hard as we could"
they DID use the playstation to create mind-boggling effects tho
My mind is most certainly boggled
man what wouldn't i give to get a glimpse of some PS1 games under the hood
or see prototype phases
and see how the retail release built up over time
Some ocean + tree ambience
#screenshotsaturday #gamedev #indiedev #horrorgame
💖 0
I added a little splash text under the title screen, anyone got anything funny they want it to have a random chance of saying?
make it say is it cold in here, or is it just me?
does anyone know where I can install this custom level?
https://www.youtube.com/watch?v=ESJ0_5BtCIo&ab_channel=Rem_safe_space
"BARGAINING /// FIRST Whispers In The Wind"
Told ya you wouldn't be the last, Shelby
Had to whip out the ol' clam shell to record this one because the remote player was on the other monitor
And there we have it, online multiplayer, with up to 4 player split screen, the way God intended
how do i mod ultrakill im new to this
Making something for Boss rush jam
working on player movement in my custom engine
collision is still kinda janky which is why i jumped up the slope instead of walking up because if i walked up it would crash
Do you get any kind of error message or does it just die?
you only get error messages if you programmed error messages to exist
yeah i get a bunch of error messages
mainly in the GJK part
i'll fix it later
liminal
camera movement sway
i wanna start working on textures next
but for some reason whenever i try loading the textures from the bsp it skips to a place that's out of the file
what i was going for
imagine the namco mueseum but more like the ultrakill credits
whole place is empty
as its night
(the main guy got a job as a night guard for this mueseum)
do you think i should have a curve over at those doors?
what i wanna do is make the whole place feel human
like an actual museum
instead of looking like a museum that just has one exhibit
What you could do is make the museum artificially look bigger by having hallways that appear to branch off to other areas, but have like a "closed for maintenance" or a "floor wet" signs blocking those areas off
I think I have a hunch of what that might be, can you show the code you used to read them?
I love that idea
I might do that
The whole museum is built like a grid, so everything is made from 2x2 faces besides the roof and pillars
i love how Godot is now the #1 trending game engine on youtube right now because the road to vostok guy ported his entire game to Godot from Unity
and people are like WOAW BRO VERY REALISTIC GRAGFICKS
meanwhile bro isn't even using normal maps, just overall model specularity, albedo and that's it
with some VERY placeholder animations and stuff
like bro, Godot is capable of so much more yet this is what gets the attention
i played the demo, couldnt really see anything 'impressive' in it
I mean its cool and all but yeah
I guess it's the first game to not use pixelated textures? lol
void readTextures(BinaryReader br, Scene scene)
{
Console.log("Reading textures...");
br.seek(header.directory.get(2).offset);
mipTexLump = new BSPMipTexLump(br.readInt32());
for(int i = 0; i < mipTexLump.tex_count; i++)
{
int offset = br.readUInt32();
mipTexLump.loadOffset(offset);
}
for(int i = 0; i < mipTexLump.tex_count; i++)
{
br.seek(header.directory.get(2).offset + mipTexLump.tex_offsets[i]);
mipTexLump.texture_headers[i] = new BSPMipTexture(br.readTerminatedString(16), br.readUInt32(), br.readUInt32(), br.readUInt32());
System.out.println(mipTexLump.texture_headers[i].name);
}
}
this is all i've got so far
what do you think the time era room should look like?
working making
trying to be more or less independent on assets with exceptions of taking stock photos and heavily editing them as textures whenever i cant take irl pics of shit
liked your idea, made a room thats off limits
it has a hole that you cant see
whole place is 8k faces
(as of now)
ok yep, I see the issue
int offset = br.readUInt32();
those offsets are int32, not uint32, if it's -1 then the texture is not included in the bsp
There should be little dioramas foreshadowing all the places in history you will go
I was thinking more like the time twister from crash 3
yep that fixed it
Oh like the hub area, I thought we were talking about museum exibits
Yeah
Those are uh
Just there
To add to the liminal feel I'm going for
also am I reading the name right? whenever I try printing the name to the console, it shows up blank
i know that the name isn't really that important unless it's an animated texture or something but still
ok so it's reading the first part without any errors, but actually loading the textures returns an error
seems correct to me, that's all I do for names
and for goldsrc/wad3:
offset here is lumpOffset + textureOffset
Since you're getting NegativeArraySizeException, I guess that means pixelCount() is returning a egative value somehow
So maybe the width/height are read wrong?
Well actually no even just the fact that the names are showing up empty must mean it's at the wrong offset to begin with
hmm
wait
i just tried loading quake e1m1 and all those names loaded correctly
textures are loading too
so it's gotta be something with the bsp
ayo
has anyone used Pixabay before ?
I found some royalty free music on it that I wanted to use, but I just wanted to know if anyone's used music from it before
got quake e1m1 to load all the textures and materials onto the right faces
the only problem is that it runs at 2 frames per second for some reason
i guess it's because i'm creating a seperate material for each texture
i have to implement texture atlasting again
wait that wouldn't work actually since the textures need to repeat
something like this
do you think that would work?
Probably, but what would the in universe explanation for this place existing be?
Maybe you could dress it up with a bunch of gears and clock parts and have it be like he was sucked into a pocket dimension inside of the time travel clock thing
that's what i was thinking, but it sounded stupid saying out loud
"he gets sucked into the clock he grabbed while being able to use it on the go"
an odd idea i had-
theres a staircase down deep to the basement which has the secret levels
(those being unlocked for getting a gold rank on every level of each world. remember that gold is like the A rank in ultrakill)
If you have a secret area there should be a big clock up somewhere in the hub and whenever you gold rank a level the big hand on the clock increments forward
And once you have all of them the clock reads 12:00 and a loud clock tower chime plays and then it unlocks the secret area
But what is the biggest clock in the world besides big ben
The sun?
Clock face, not sun dial
Apparently a clock in Saudi Arabia called the "Abraj Al-Bait"
Looks cool with the towers around it, but idk if it'll work
work?
Where would I put it?
Oo!
Wait
Idea
Do you know the movie "Hugo"?
In the train station there's a 4 sided clock hanging from the ceiling
I kinda like that idea!
It could be in the entrance so that everyone can see it when they enter!
I literally just drew that in ms paint, lmao
And was gonna say "where ever it goes it should face the level exists so the player can clearly see the hand move after they get a gold rank"
They are ment to be secret levels, so I want people to actually look in order to find them
But maybe I could have a clock tick when the player gets a gold rank or higher
And have it be the only clock
Definitely
It would be pretty confusing if there were a ton of them and that one was just one in the crowd
And maybe have some text saying
"Something has happened to the clock in the entrance."
Do you think I should keep adding to the museum? Whole place is at 8k faces rn and idk if thats enough or I should keep going
To the left of the hallway is the locked room, this is just an old picture of the map
do you have a new picture of the map?
Ehhh, that might be too on the nose, just have a loud chime sound when you return after getting a gold rank, and when you get all of them make it play a long chime like it just struck the hour
Only new room is that locked room, plus I'm off my pc rn to go sleep
Gn
Gn m8
Also, I still probably won't make a single player mode for Snowdown, but a neat Idea I had for one would be a "chose your own adventure" micro shooter where your plane crashes in the arctic forest on your way to the tournament so you have to snowball fight your way through the local wild life in order to make it to the tournament
Each ending would only be 3-4 levels long and the regular normal ending is just "you arive to the games" now compete an play the multiplayer
And then the other few are wackier ones that you have to go off the beaten path to find like "you become the king of the penguins and completely forget about the tournament"
just thought of a good way to optimize this
up until now I've generated geometry the stupid way creating a new mesh for each individual face because I was really lazy
but I'm gonna have to make it so that every mesh in the map that shares a texture gets combined into one mesh
up until now I've generated geometry the stupid way creating a new mesh for each individual face because I was really lazy
yeah that will be painfully slow lmao
pretty much every public BSP loader out there for Unity did that which is what sent me down the rabbit hole of doing my own
my friend made a moyai statue and i unwrapped it
how is the uv map?
You should have the player walk past museum exhibits foreshadowing the periods in history they go to later in the game
certain exhibits... me likey
this place is getting so big... i havent even considered which room will have a certain exhibit!
well even though the meshes are currently fucked it is cool to see e1m1 working
for the meshes you should be able to just get the list of faces and fan triangulate each one
in the SDK that's done with IndexBufferUtility
(For a BSP face, edge count == vertex count)
SDL2?
like in crash bandicoot?
okay nevermind
i see crash is mentioned
that... is how artists work though, don't they?
you take a shitload of reference and if needed, you'll use it extensively to create something new or improved as seen fit
ive previously been mapping for years not making any of my own textures
only taking premade packs
at least that's how they usually made these type of stuff using real photography
first time actually doing it myself
oh
i like using real photography
just make sure that the photo isn't licensed
or if it is, change it enough to where it isn't recognizable
i'm not condoning piracy here though, i'm just saying that taking real photos and crunching them down to pixel art for example shouldn't be too recognizable so you can at least get away with that
or use texture as placeholder
no it's lwjgl
You could have said ahsadhgsaghj and I would believe you
do i fan triangulate the face while merging them all or do i do it in the actual generate face function
i'm guessing it's the latter
you triangulate each face individually and then merge the results into one buffer
added this and it's doing the same thing as before
i'm guessing it's something with the way i'm combining meshes
I think that's caused by reversing the index array
for example, this is what happens if I reverse the index array
removed that line but everything's the same but now everything's inside out
If you want to flip the faces, just change
indices[3 * i + 0] = vertexStart;
indices[3 * i + 1] = vertexStart + i + 1;
indices[3 * i + 2] = vertexStart + i + 2;
to
indices[3 * i + 0] = vertexStart;
indices[3 * i + 2] = vertexStart + i + 1;
indices[3 * i + 1] = vertexStart + i + 2;
in the index buffer builder
(you basically just swap two of the indices to flip it)
still happening
So previously it was just using genFace and the MeshCombiner is what's new?
As in, we know genFace provides a correct mesh for a face?
What if you pass 0 for the vertex index for the BuildTriangleFan function
Since the vertex index is added later in the MeshCombiner (which is similar to how the SDK works, it also passes 0 for the vertex index for BSP mesh triangulation)
it just does the same thing
Looking at this code, it being 0 is correct at least, so that's one thing ruled out now
oh
I see a typo
you're doing offset += vertexCount and not offset += mesh.getNumVertices()
hmm
if I'm reading this right, I think the logic for getting the vertex in genFace is wrong?
it seems to be flipped
> 0 should be vert1
SDK has
var index = _faceEdges[face.VertexIndex + j];
var edge = _edges[Math.Abs(index)];
var point = points.WrittenSpan[index > 0 ? edge.x : edge.y];
is this what you mean or is it a different line
because i couldn't find a > 0i could only find a < 0
that part yeah, I mean that the < 0 should be > 0
need to move the abs to the other branch
still the same but now the uvs are messed up
i think so
> 0 should be correct then, weird that the UVs got all screwed up
especially because changing it to < 0 doesn't break them on my end
Whatever is causing this, it's very non-obvious
as a control test, what if you just use MeshCombiner to combine all of the faces in one go, ignoring materials
I think that section might be where the problem is
It's so weird that some parts of the map just... aren't there
I genuinely don't see anything obvious that should cause that to occur
@merry lotus so this still has the same issue? https://gist.github.com/DaZombieKiller/f1b661d4c7c08059a5873269769a12f0
yeah
I'm officially stumped lol, that code should be correct
what does the java port of IndexBufferUtility look like?
and how are the models being rendered? note that while IndexBufferUtility builds a triangle fan, the indices it produces are not what GL calls a triangle fan, it's a regular index list
so that could also be the problem

in the SDK there's IndexBufferBuilder which is used in conjunction with IndexBufferUtility
basically each face gets triangulated using IndexBufferUtility, with a vertexStart of 0
then IndexBufferBuilder is used later on to merge them all into one index buffer
(_indices is a big buffer shared by all faces in the whole bsp)
and
vertices[index].Write(_vertices.WrittenSpan.Slice(face.VertexIndex, face.VertexCount));
which should be basically the same as what you're doing
this seems like the type of thing that's gonna end up being the result of some typo somewhere
still, even though it's broken it's cool as hell to see E1M1 in your custom engine
pog
ok i think i found the source of all of this
yesterday i thought that the numVertices variable in the Mesh class wasn't being assigned so i just set it to vertices.length even thought i had already assigned it earlier in the script and it's value is supposed to be indices.length
after that and a couple of fixes i ended up with this
at least random faces aren't missing anymore
i feel like the solution is close though
That's a cool looking pirate boat!
I thought the museum would act like a hub, but now I'm considering the crash 3 hub layout as the museum is like a maze
Nah, that's the Howl's Moving Castle
YES
FINALLY
ok time to figure out why test.bsp doesn't have textures included
and then re-add lightmaps

Oh no you mentioned the L word
well i guess what i said is kinda misleading
what i'm gonna do after i solve the test.bsp problem is change some lines in the shader so that it takes in the lightmap
so it should be fairly easy unless something unexpected happens
HOLY SHIT
BRAIN BIG
I HAVE AN IDEA FOR THE MUSEUM
instead of having EITHER the cb3 hub or the museum with doors leading to levels,
WHY DONT I COMBINE THEM
when you get the C.R.O.N.O.S project (the stopwatch), it opens rifts in time in the exhibits allowing you to enter and chose a level
ok i got it working
i just had to apply the texture to every surface
got side-tracked
lightmaps + textures now work :)
and the only problem is that dear imgui gets kinda fucked
but still it's awesome
So is the idea that your guy has to go and close all the rifts?
think of it like that CITH game for the gamecube
but better
(by CITH i mean the cat in the hat, i refuse to say the full name because the movie sucks ass)
ive got some rooms labeled now
So Greece, Egypt, and ?
Plaz Engine is getting more real by the minute
about those lights in quake e1m1, you might notice they aren't as bright as they are in actual quake
in quake, the last 32 entries in the palette are full bright. I implement that by generating an emission texture, which is basically the same as the main texture but any pixels that aren't one of the last 32 palette entries are black (i.e. color = index >= 224 ? palette[index] : black)
then lights glow as they should
in goldsrc this only happens if the texture name begins with ~, but it only works in the software renderer there, so whether it's worth supporting or not I dunno
бля ,где моды чтоб скачать?
@stable apex, please keep all discussions in English.
blya ,gde modi chtob skachat?
that's not english you dumbass
it's true rus english
stuff
I'd assume you're referring to Ultrakill mods
awesome
the question mark is an area i want an era but idk which
thank u
Well it takes place in the future, so you could have a modern day era
Or WW2/1, Pirate times, ancient Aztec, ancient China, medieval Europe, Prehistoric dinosaur eras, Victorian era England, Viking times, or go even farther into the future
Ancient Babylon, the old west, the Ice Age
Also, why is the guy going back in time to all these eras? Just to seal up the rifts? Carefully alter points in history to affect the future? or a chop goblins type situation where he has stop some other time traveling foe?
his goal is to go to the time of the war, where his family died due to a nuclear bomb. however, in order to get to that era, he has to close all the other rifts so the war rift can open
once again, like the CITH game for the gamecube
except instead of getting a bonus level, its needed to beat the game
got it working
next thing i wanna try to add is light styles
Why does going to ancient Greece help open a rift to the war in relatively recent history?
Bideogames
Probably not a good gif
once the dude activates the stopwatch, it alerts Cronos, and he goes to every eras pantheon to warn them of someone messing with time. everyone in history wants you dead, so that balance can be restored to the space-time continuum
Oh, here we go, this is something we can work with
So defeat all of Cronos' cronies and you can go to the time you actually wanted to go to
yes
however, once you save your family, you are swept away from that time and brought back to greece. you then have to scale Mt Othrys to once and for all, kill cronos. (and you maybe might take his place as god of time, maybe if it fits)
Or what about, right before you're about to save your family
Then after you defeat him you pick up exactly where you left off in saving them
Oh, or better yet, what if at the end of the fight you use a time portal to use the bomb, laser, whatever that was going to kill your family and redirect it at Cronos to finish him off
they're the same yeah.
i do like that idea
but how would he not die?
(the dude, not cronos)
basically, at the lightmap offset specified by a face, there are potentially multiple lightmaps, not just one
each face has four style values. You iterate over those until you find one that is 0xFF, and that's how many lightmaps there are for that face
Hop through a portal at the very last second to escape the blast
The style values prior to that 0xFF value (or all of them, if there was no 0xFF) are indexes into a global styles array, which specifies how bright that lightmap will be
You could think of it like, right now you are only rendering the first style for each face, the rest of the styles are ignored
A light entity can have a style property which specifies which light style it controls
my friend had a really good idea for the dudes arm-
instead of just beams like in metroid, you can get swapable arms
he had a really good idea for a weapon for greece
its a pillar
that shoots flaming balls
like a cannon
probably other stuff worth mentioning too but that's the general gist
Yeah, there should definitely be a time period appropriate weapon you unlock in each era you travel to
Maybe the Greek one should be more like a flamethrower though because of those greek fire tubes they used to put on ships
If you want a rocket launcher type one, you could make the third era ancient China and have it be one of those firework rocket things from Mulan
crash did do that, ill do it
also!
hear me out
instead of having different enemies for each era, instead we have several that are just different in each era
different models
Well it might get stale if you never introduced any new enemy types
But yeah, each era could have a cannon fodder sword guy, a big slow guy, a small fast enemy, a flying enemy, etc
most enemies in crash 3 are just the scientists in different clothes
Well yeah, but you're not making crash 3, you're making your game
If you're looking for little easter eggs to add in, a museum would be the perfect place to have a trash bin, and a can on the floor...
In needing of being picked up
no- like models
cuz rn the whole place is empty
i want it to be empty as in no people, not like nothing in the rooms
how are these greek windows?
bruh i keep getting these errors even though the code is fine
and now it works
the snapping code is a bit off
snapping code is done
do you think i should make one big atlas for the parts that arnt exhibits and add an atlas of the era similar to the exhibit?
like the egyptian exhibit would have textures used in levels for egypt
oh no
i accidentally saved over the model of the dude
i was using his base model to make a statue and i accidentally hit shift+s 
did you just do it
because if you just did it then you can just undo
the autosave it brings me to is a really early model of the dude
with no uv and rig
if you've already put the model in unity you can just import it back into blender
thank god
The textures on the vases should depict a prophecy of your guy defeating Cronos
i love that
storytelling without reading it to you
maybe each room should predict what the dude does in the end of the era
but do you think i should do that?
heres some gameplay inside the museum
the lighting is so you can see most of the things without being blinded)
I think I get what you mean
multiple lightmaps with only one light on them that combine and lightstyles control the intensity of each of those lightmaps
I'm assuming this is gonna require shader stuff
I love how you can see the player's shadow A posing around, lol
Also, if you want to keep with the time aesthetic, you could make the UI font segmented LED numbers, like on an alarm clock
Got it set up so that you can now select which player uses what input device, as well as adding more to the menus and some shaders that add some dithering and color depth filters
my ass is not a developer
but anyway this is dynamic FOV to player dashing, a simple camera effect
Nah, bro, you're ass is a developer now
my ass is now a developer (according to people)
Dynamic FOV based on player speed (fall speed anyway, )
a bit extreme, make it a bit more subtle and add some effects instead to the screen like in gunfire reborn
i want to make a game that compatible to every device but also make it as beauty as possible
and this is not a shooter game
this is also kinda way too extreme man, judging from how this is an FPS platformer, it's gonna fuck someone's day up
visual clarity is not a shooter exclusive feature
okay, lemme reword this
look at the blink effect from Dishonored 1-2
it's basically your dash
I will add setting for it, thank for the feedback
you could just add these speed lines like you see in animes whenever you dash to give a sense of speed and it would work pretty well with your fov trickery
shouldn't be too hard, you can create an animated texture and just overlay it onto the screen
make like three or five frames of those lines, make the animated sprite and put it in a control node
alr
you would only need it for a couple of frames anyways
anyone cool with blender animations for a little help?
i'm trying to separate animations into the NLA tracks but have no idea how to do so
a friend sent me animations but it's all one big animation instead of being their separate stuff
you will NOT install mods
why is NLA so difficult to work with
Reanimating weapons for upcoming RealRTCW 5.0
https://youtu.be/-ncVK940BmA
Might be just me but it feels like it's aiming off-center
A little too far to the left I think?
When the punching bag punches back
is there a font for that?
Definitely
shsould i make an atlas for the museum
i really like this font
its pixely but it also looks like a digital clock
now... to redesign the hud
any ideas?
im thinking something like ultrakill
at an agle
angle*
i feel like im making this museum too liminal
so much that it doesnt feel off
I can make music
However you like it, I think the font looks neat. There's probably a higher resolution version out there somewhere if you really want to hunt it down though
i think it fits
Wym by atlas? Like a collection of maps?
yeah
like a series of textures all put in one png
In this devlog I show my process of texturing a 3D scene in the style of PlayStation era 32-bit games.
#devlog #unity #horrorgaming #lowpoly #playstation1
Wishlist on Steam - https://store.steampowered.com/app/16...
Itch.io page - https://jayb33.itch.io/
Twitter - https://twitter.com/jaybee_tyn
Support the project on Patreon - https://www.pat...
Seems like a good technique to use if that's the vibe you're going for
now with that
i need to know what the whole vibe should be
i was thinking something like the credits in ultrakill but a little different
really liked this image so im mixing the credits and this together to make its own thing
once its done imma index it to the quake palette
Well, remember, it's a museum from the future, don't just make it look exactly like a modern day museum
what would you recommend?
cuz when i look for a futuristic museum i get this suessean nightmare
Well when I think futuristic I think of automatic doors that make sci-fi noises, holograms, little drones making their rounds
nothing futuristic about automatic doors lol
The sci fi ones that go vvwwoooooshhhh and open vertically are futuristic
crouching
and also if you let go of ctrl it checks to see if there's enough space above you to uncrouch using a raycast
https://steamcommunity.com/sharedfiles/filedetails/?id=3108884253 what have i made (this mod is extremly satire)
as of now, im making the textures for the jars
one idea is that this one will show someone killing zeus
then once YOU kill zues it'll show you killing him instead
wait-
found out that he doesnt die at all
maybe it'll just show him and the other gods
then all of them dead with you killing zues
this is going to be hard
turns out none of them can die, but fuck that
im going with GOW logic on this
sorry but something just feels so fucking off on that
what the fuck is that
a jar
that's a weird unwrap
i basically seamed it as if it were a can
even COD Vanguard didn't look ridiculous with it's sort of tacticool reloads tbh
it's not even that the graphics clash with the animations either because i saw MW2019 animations on cs1.6 or cs:s
something about the whole thing feels a bit off for the setting itself
pulling on the magazine shouldn't pull hard on the gun itself, you are taking off the magazine not ripping the gun apart
maybe that's the problem, way too much and busy movements
(Timestamp in the Description)
This video edit is inspired by Hectorlo.
Animation Rating: 8.5/10
inaccuracies and anachronism aside, you gotta admit that the animations are great.
00:00 Intro
00:05 1911
00:18 RATT
00:30 Klauser
00:38 Machine Pistol
00:53 Valois Revolver
00:56 Top Break
01:03 RATT (SP)
01:05 1911 Akimbo
01:07 Machine Pistol Aki...
you're not waving a bubble blower around, you're keeping the weapon stocked on your shoulder and not yank it around
thats the problem with the entire 'real' mod project
It takes an extremely solid game and adds 234626634 layers of fluff on top that nobody asked for
more =/= better
yeah but who asked?
play vanilla if u want.
hmmmm
ok, thanks for the input
what would you recommend for a uv
besides, i made nearly every change optional. Most of them could be turned off within the menu.
The top part of the vase is tilted to the right, untilt the UV. If it overflows the space, scale is down.
As for the handles, you have them split down the middle on the outside. Consider splitting them down the middle on the inside as well.
When you made this unwrap, did you select all the faces at once, or did you select faces that make up each island and unwrap each island individually?
the handle is spilt on the top and bottom. the top isnt attached to the vase
learning how to write custom .fgd files
should i connect the top to the vase them
No
then wdym on the outside of the handle?
Ok so you see that edge seam you made here
yeah
It should even out the spacing of the unwrap
Real quick, unselect everything, then hover your mouse over the main chunk of the vase and hit L so the main chunk is selected
Then unwrap that only and let me see what it looks like
Alright, see how thats a lot more uniform and less lopsided than the one above?
It's not rightside up but you can fix that
Yeah its still a bit lopsided but its not as extreme
now what
Uhh this is bad timing as I have to brb but keep adjusting the UV as you see fit and when I get back I'll try and help more
kk
i wanna cut it so the whole thing looks like this
cutting it down here gives me this
Ah OK
but then i would have to make it go down the middle and thats not what i want
Make a seam at the bottom ring and the ring right at the start of the lid
there are rings
Here
remove the top as well?
Either that or you'll have to manually align the rings
With shift+w to align along the x or y axis
better yet i could do this
I think it would be fitting to have the "health packs" be something that warms you up in a game about freezing your opponents.
heatpack time
That's not what my texture looks like, why did it import like that...
you gotta turn compression off in the image import settings
filtering
Where is that option?
are you using unity or godot?
godot
cant help you there then, i use unity
i wanna try and get the jar texture like this
There we go, that did the trick, thanks, man
how are these uvs?
Better
Ok, so now why is this one blurry? As far as I can tell I didn't do anything different importing this model versus the last one
some engines like to render your textures with anti aliasing
like in unity for example
rn the dudes body texture has no filter
now it does
Ok, I reimported it and now it's fine

As far as I can tell, I did nothing different, but whatever it works now
remove cross
you are violating geneva convention
that's still pretty stretched/skewed as the angles go down the vase
would i align it so it becomes a cube
elaborate
why do you need that
trickle the seam down on one of the sharp edges
like here
that's just an unnecessary loop cut to be honest and will look more jarring if the texture doesn't seam properly
Yeah, probably don't want to risk conflicts with the red cross (even though it's white). I need to redo the texture anyways and make it a bit bigger because it looks a bit too low res
Have there actually been instances of the red cross buggering people for white on red crosses
I need to know for future projects
even green crosses threw their radar off before
maybe instead put a heart on it
inverting the palette will not help
Those bastards
Those fuckers
still red and white
scoundrels
they're correct though
villains, even
Yeah, screw those guys, out there "SaViNg LiVeS"
I mean they did clarify that you can never use these symbols anywhere
absolute taffers
We're doing the REAL important work
consider the following
among us also violates the Geneva convention
it's comical to say out loud
That statement sounds so very very much like a shitpost
but it's true
multiple times in fact
not only the red cross
but you're not ready for this talk yet
dear god it looks like picasso
Yeah, I'm going to be increasing the resolution on the texture anyways, so I'll have more freedom of what I can stick on the mug now, the cross was partially just out of limited size
Maybe I'll slap some made up brand name on there and have an ongoing theme in the game about how "the games are becoming too corporate" now, or something with all the random sponsorships and advertising
Make it soy milk
Choco-loco
lol
it's not hot coco, it's bug based soy milk emulsified hot beverage™
Nah, it's just straight up anti-freeze
was working on implementing interacting with entities and found a weird glitch where there's 2 duplicates of the first model in the bsp that are just sitting on top of each other for some reason
and considering how the door and the button are moving too i'm assuming it has to do with the mesh merging thing i implemented a couple of days ago
yep that was the issue and it's fixed now
Ello'
im tryna get the mook without spamming
so im saying hi in every channel
also, hello
Aight, good luck on your quest (hope what you're doing isn't against the rules)
pls mods let me continue to ooufourf without murding me
ooufourf
ooufourf ultimate version

got interactable objects working!
only problems are that raycasts don't work that well so you can only press the button from a specific angle, i haven't added brush collision for models other than the main one, and also doors only move in one hardcoded direction and don't move in the way specificed in the bsp
but imo it's still cool
W
we have a dedicated off topic channel spam and get banned there
now add sounds and I guarantee it will feel like you have done 100x more work
it's insane how much of an effect just adding sounds can have on how complete something feels and your morale to work on it
well i already added audio
i just turned it off because for some reason it's low quality
i'll just add button sfx anyway
is this good
i dont think it is
i think i need to make everything dark blue
Why are you spending 3 days to make one tiny irrelevant mug prop that's hiding in the corner of the map somewhere
i have what you call
this shit has to be perfect or people will notice that its shit
Just look at cruelty squad for some inspiration
oh yeah
that game is cool
never played it
but it feels like fps hylics and im all for it
placeholder door open sound that i ripped from dusk
hows this?
good enough

im probably just gonna make a stone texture and put that on the statue of discbobulos or whatever the name is
this
now to work on the other jar
other jars uvs are mapped
the last one had the gods on it, what should this one have
the devils!
there arnt any i think
this isnt the ars goetia, although i did plan a fps based on it
it actually is the base for cronos
maybe the titans!
wait-
wheres the texture
its showing here
texels are a bit squamshed but it gets the point across 😄
go into edit mode and hit A and see if everything is in a corner
you may have accidentally started a second UV map
alternatively if you merged it with another object, and that object has a different UVMAP name, there's probably 2 UV maps and it's set to the one you didn't map the texture on
blender is the most confusing software I have ever touched
I do the exact same steps and every time I get different result somehow
im going to sleep
i work on this monster tomorrow
Hi, does anyone know how to extract ultrakill maps into gmod or something like that?
I don't think that's possible since they're different games on different engines but ask in #ultrakill-modding
finaly
doors now move in the correct direction
i feel like there should be more stuff here
i dont think there are seats in museums
nice modding ultramodders
Some do have them
i added an ionic pillar
my fault i thought it was the ultra channel
Yeah, we get that a lot, lol
i bet
Made some fake brand logos as art practice to use as random sponsors
Bonus game: which NFL teams did I steal the color schemes from
Geneva conventions un-violated
doors now stop at the correct point instead of drifting into space forever, have a lip, and also close again
i feel like i should redo the museum cuz the dude is almost the height of a door and several rooms are too small for a museum
plus he can get from the greek exhibit all the way to the egypt one in a matter of seconds
i wanna make the rooms a bit bigger
this looks a bit more like a museum
collision works with all models now!
the only problem is that im using a very unoptimized strategy where i create a new mesh collider that copies the brush's normal mesh collider but translates it so that it matches the object's position every time i wanna test collision against a brush
it brings the fps down to 30 on quake e1m1
i could probably find a better strategy but i'm tired
I don't mean to ask an incredibly non-specific question, but idk how else to phrase it... I have a bit higher than a novice level of experience with coding like simple games and stuff, but I've never done modding before and idk really where to start, I'm struggling to just get like general information on the theory behind modding and just general info on how/where to start, does anyone have any resources that they know of or that helped them out when they were starting?
Modding what
in this specific case I was planning to just fuck around with modding risk of rain 2, smth I have been able to find some info on, but for the most part it's tutorials showing how to do rather specific things instead of explaining like why/how things work which means like, I can follow the tutorial fine but Im feeling like I'm not getting enough of foundational knowledge to feel like I'm actually getting it, and I'm struggling to find resources for stuff like that if that makes sense?
idk man, I probably don't know enough yet to even be able to form a good question... I'll do some more digging and come back if I have smth more specific
Your approach seems strange to me, first figure out what you want to do and then how to do it, not the other way around.
yea fair enough, for stuff like learning game-coding I just started with like wide-reaching tutorials / documentation to just learn a baseline of, for example C#, then once I had enough of a baseline to not just blindly follow tutorials, I'd decide on a project and work on it, and it just feels like I'm jumping into modding w/o any foundation but yea it probably is backwards for smth like modding...
As someone who's 5/8ths the way through a Software Engineering degree, I can tell you for a fact YouTube tutorials should never be overlooked as a method for learning how to code. As long as you're not literally just copying and pasting their work, and try to follow what's going on, they can be pretty good tool for learning.
yeah... yeah I think I've really been approaching learning this stuff a bit backwards, thanks for the insight
i wanna add a medieval era that has a weapon thats just a wooden hand
called woden's grasp
How would it work?
i was just thinking it slaps your enemy
as a melee
i was also thinking that the arm actually is named woden
and its a reference to woden the mighty from medievil
it would make more sense if it was a sword
can some one help me install join end kill em together
last one just straight up looked like an arena to me so im taking inspiration from one museum i know most
medievil 2's museum
Why not the museum in your home town?
dude you're just making 2024 daikatana at this point
John Romero game
well shit
how do i
make it not that
its a good game
but a rushed/unfocused one
Today we are checking out another Godot add-on, this one is for Godot 4+ and frankly it's pretty awesome. It's Phantom Camera and it aims to emulate the functionality of Unity's Cinemachine and provides a very powerful camera for both 2D and 3D games.
Links
https://gamefromscratch.com/phantom-camera-godot-add-on/
-----------------------------...
this shit is straight up a blessing
honestly i thought adding a medieval era would make it to much like crash 3
as my game plans to use egypt
and i wanna capture the feel of those levels
similar to how hakita made greed
the secret level is even a homage to it
I didn't play ultrakill for like 2 year I don't know what you're referencing here
but yea the different timezones worked for crash because they all brought different loops into the game like the Egypt levels having the wall climbing and scorpions
in daikatana every time period felt like you're playing a different game and honestly it was not a bad move
you have a character level that you keep, even when you lose your weapons so some progress always stays while you rebuild your arsenal
maybe that's why it worked so well after the first green hell it introduced
you could make it somewhat similar but I'm out of loop on what you wanna implement and shit so I'm not the best advocate for ideas
Mines just quake mixed with crash rn
Plus idk what I could add
Besides the stop time mechanic
daikatana is basically quake mixed with crash
especially since it runs in the quake engine made by an ex quake dev
True
but yea
Right now for time periods I've got Greece and egypt
the problem is you're coming up with the ideas on the fly so it's hard to make meaningful contributions since all the ideas might add up to be too much and derail stuff
as if that's a bad thing
Hm
What would you recommend?
I was thinking I work on one Era then come up with the next
Instead of coming up with them all
chop goblins is 2023 daikatana 
And cronos is 2024 daikatana
If I were making a medieval level, I'd probably make the weapon a sword launcher or something that pins enemies to walls like the Half Life crosssbow
shomvel
shnovel
noooooooooo blender EEVEE is getting replaced
Eevee next is an improvement overall from what I've used.
But it's still buggy as hell right now because alpha lol.
i packed bond with eevee so they should NOT remove it
they should keep old eevee around for lower end PC's tho
Eh fair, but Eevee Next has stuff that I like, need/would use a lot.
Like material based vertex displacement,
I like doing VFX/shader doodles in Blender before I port them over to Unreal so having that is extremely handy.
And while UE's material editor is more comfortable to me Blender boots up quicker than Unreal and shaders compile faster in Blender too.
godot should include eevee next as it's renderer
since godot and blender often comes hand in hand with the blend importer and shit
It really shouldn't.
A game engine's renderer and the realtime renderer in a 3D modelling tool have two different needs.
no they should implement it right now as we're speaking
nah godot dev already got that new rendering going on
and they're writing another one already to replace that
bruh blender cycles renders the image by the time i port every material, model and texture to shitty ue
If it's taking that long to import assets then you're probably doing something wrong.
That or you have a really slow drive, in which case you have bigger problems.
But even then, rendering in Unreal still has advantages over Eevee and Eevee Next (in some circumstances)
While Eevee and Eevee Next are realtime it still acts a lot like an offline renderer.
i don't use unreal therefore i am right
what's an offline renderer
really like this
i wanna try and capture the quake feel, so im doing a test
make the floor plan in blender
then in trenchbroom
see which i like
I mean they're both just modeling software, you can achieve the "Quake Style" in either one
and you can fail to achieve the quake style in both
True
Though it felt like the video of the museum gameplay felt like it was missing something besides texture textures
Wait what? It wasn't already?
I thought that happened 20 years ago
Like how else did they port the game to pregnancy tests
my man you've been trying to do floor designs for like weeks now
how about you actually try and model the thing to see what sticks before bothering with the layout first
and then after you've estabilished yourself then you can start doing the plan
if you're just doing a top-down-view of a floor plan, why not mspaint it or whatever
or better yet make it directly in trenchbroom if that's what you want to use for your game whatever it is
and iterate from there
or like Mr Solace is saying, trying to actually settle on the visual design by making the thing before bothering with layouts
it's normal to restructure your map a million times over as you test it and see that some things work, some things dont, some things are bad for navigation etc etc
up to you of course, but i wouldnt try and make a set-in-stone map plan as the first thing you do
based on the reasons mentioned above
yea like why would you optimize something that's not even done yet
play with the layout see what fits see how it flows and if it's fine to navigate then start mapping
also since you're doing unity why not check out pro builder
BLEH
architects mentioned
realtimecsg would fit his purposes better
easier to sue
Exploring the new map, "Wonder Wilds"!
Play Golden Souls here: https://batandy.itch.io/
My Twitter: https://twitter.com/Batandy_
I had my fill with probuilder, it can be useful for some but for me not so much
Dusk ep1 was made with probuilder, wasn't it?
then use realtimecsg
all the levels were
its
perfect
Bisonopolis building
wdym
Its sick
no i mean what does it look like
console help command + noclip
Well, it's a future museum, what kind of future aesthetic are you going for?
Clean Frutiger-Aero look, grungy diesel punk, Jetsons type thing? What are we looking at
something in the future, but not to much
like it looks like an old museum turnd anew
like 2010 to 2030
something like medievil 2s museum but in 2030 instead of victorian era london
And this is why we prefer making levels in trenchbroom over blender 
any idea for what im going for?
You tell me, it's your game
^
Ideas are worthless, it's the execution that matters.
Ok, so have you played Half-Life 2?
no
yeah but i gotta know what it should look like right?
Well first of all, do that, it's a master piece, but in that game the combine technology is kida just splattered on top of the existing architecture
If you lack ideas you chose the wrong hobby 
If you wanted, you could go for that look, make it like a normal modern museum, then just add random techno doo dads on stuff
oh no i GOT ideas
i just dont know how to visualize them
Also, here's an idea I came up with. While modeling the shovel, I thought "this tournament needs a trophy" so I had the idea to make a golden shovel, that is identical in function, but with shiny particles and more heavenly sound effects, that the MVP of the previous game gets to wield in the current one.
Not sharp enough to dig, not wide enough to shovel stuff.
I'd walk right past those in the shovel department
It's not a shovelin' shovel, it's a thwackin' shovel
Not heavy enough for thwackin'
It's solid osmium
that solid osmium will bend right off after 3 smacks
Not if it's reinforced with black magic
ive found a good way for making textures
render them in blender then scale them down in gimp
once the atlas is done, i index everything to the quake palette
looks good
has anyone here worked with GodotSteam? need to use steaminput for something and wanted to see if i could chat someone whos used it
going for 64x64 textures, heres a pillar
im gonna go sleep now
i feel some areas should have different wallpaper so people can tell what area they are heading to
Oh these are great! What's your workflow?
first i model a plane into what i want, then i render it with an orthagraphic camera so the texture is flat
then i put the texture in gimp, and scale it down to what i want with no interpolation to make the texture pixelated
if i wanted, i could put interpolation on it to make N64 graphics
once the whole atlas is done, ill index it to the quake palette
similar workflow with david szymanski, i found a steam page that states his workflow for textures
it really helps
like a bunch of blocks
is that good...?
I mean, yeah, most buildings are "a bunch of blocks" with windows, doors and stuff
then flip a coin or smth
Maybe make both, then choose which ever one looks better
yea
good idea
You'll probably end up reusing the second unused texture somewhere else anyways
if you're gonna be asking people on what to do every step of the way you'll have very little of your own personal interpretation of what looks "cool" and "good"
and it'll just be a bunch of stuff other people chose
i think ill use both
now i need 4 more
ill think of something
Well, you would probably need some kind of ceiling texture
should i put in 3 more textures or just import it into blender?
i honestly think i should use the space but idk what for
i have one idea-
instead of the museum being in the future, why not make a world based on the future
i really like that
here's the whole texture indexed and dithered to the quake palette
What's with the dithering obsession
Everywhere I see people make a nice looking game and then poop all over it with dithering
because then it looks like this
it looks like everything has wet stains
some maybe water stains
some might be shit stains
who knows
yeah but that wasnt changed to the palette
i know i dont have to do it, it just kinda feels right to me
but i guess it looks fine without
looks like 10 times better
now with all the uv's reset
i need to make all of them face the same direction
cuz some are rotated
as you can see here
skybox with default texture
i found a video i thought would work,
it didn't
is there a way i can make all of the faces face the same direction
i dont wanna do it manually please for the love of god
not quite sure what you mean by same direction, but mesh-> normals->recalculate outside might be the thing you are looking for
If you want textures in a sheet to tile you need to A. Split up faces B. Make each texture its own material and not all in one sheet
wouldn't it be better to have every texture in one image and use one material opposed to having a million materials for millions of textures in unity?
what if you'll want to use, say, the pillar texture on some object you place in the game that you didnt make with blender
and have it repeat
also ur dooming yourself to not be able to use baked lighting
like mega dooming
oh shit
in order for baked lights to work your uvs must never overlap
most games just do one material one texture, excluding of course maybe areas where you want several mats for one tex
like having a gem texture and tinting it with diff materials to create differently colored gems
if you're making something that WONT be baked lighting, like an NPC - then by all means overlap them as much as you want
atlas their entire body and their guns on one tex, perfectly one
fine*
i am an amateur though, my advice may not be the best
but i use baked lighting a lot
like a lot