#general-modding
1 messages · Page 24 of 1
i'm assuming it has something to do with overlapping brushes
nvm poked around and found out that it was this piece of code that teleports the player back to it's previous position if it moves through a brush between frames
that seems kinda complicated
at this point i spent more time on the HUD than the game itself
Fair
Finished my Ludum Dare entry lol
More content from my game
https://www.youtube.com/watch?v=kgj_pK5FvOI&ab_channel=Darxkl05
mmmmyeeeees crystal rock buggg.,...,,,,.
something's cookin,,,,
showcase of the stripper load, magazine and the revolver/shotgun loads
BYOOODIFUL
is this video a James Brown concert? because it got SOUL
done
such a cute little gimmick
never would have guessed it looked so good in motion
later on i'll tie everything together with signals so the animations will dictate the HUD's actions as well
did i mention i can control the speed of each bullet insertion and stuff
everything is fully modular
plus i can eject any of the bullets, not even in a particular order
BULLET CONFETTI
yasss
da rokat lawnchar
It should go in by halves
what
Half in, wait a sec, rest in
please consult with the end of this video
dinner served, bitchers
reloading bottom right my beloved
yeah that shit is cool
the revolver reload is so juicy
I really fucking love rigging
swear I'll get to it tomorrow
need a breather for now
might have to completely redo the arm rig
May I see it
see what
The rig
think i posted pics of it here
Is it the same rig as the one you did back in the first iteration of the project?
nope
okay so after 4 hours of dota 2
let me boot up blender for you
its not a complex rig though, but very in spirit of the medal of honor arm model
here's the OG PS1 model
shiiit
might actually need to reshape the fingers a little bit
bro is cooking
that is not the rig that is the olde model
this one is the rig
the old model stops at the forearm
this i made from scratch, got cool control bones and everything
should adjust the finger shapes and add some more topology to make sure things bend well
yoooooo godot engine update les goo
hello people i wish to ask how to compile .blob into .dll
it is c# code
i assume it has to do with visual studio but i have no idea what workloads are required
ping me if you decide to give solutions
4.2.1 has existed for months already
i guess 4.2.2 came out
Any new features in it you are excited about Mr. Solace?
https://fxtwitter.com/GameDevKS/status/1780934298461147450 boomstick clip
Firepower always matters...and this combat shotgun delivers!
#IndieGameDev #Gaming #FPSFest
i don't know shit man, i just see bigger number, neurons fire up
i am no game developer, i don't know a thing about game engines
hey does anybody know how to make unity scenes exportable/importable back into a final build
basically custom levels
1 month
you wouldn't
plausible, a group of 5-6 people could easily make a cool game within a few weeks or months if they all know what to do
also fuck full time jobs,,,
i'm so tired, i'll probably leave the animation shit for the weekend when i'm caught up on my sleep debt
side note did i show before
this cool mgs vr mission project i had going on before
basically a gridmap containing combinations of walls and floors
later version i've done utilize two gridmaps, one for the floors, one for the walls
now that i say that, i think i actually shown this off before
but anyways its pretty cool
i might get back to this if i burn out from the medal of honor development
super helpful cheers
if you can find dev tools for said game, sure, otherwise you might need to do your own compiler within unity
there is no guaranteed process
but let me guess you want to mod ultrakill
nah bro im knee deep in my own game development
trying to make my game moddable
but just custom maps really
i'm 100% sure you can make your own packager and loader within unity without needing to extract and repack
look at Ballistic NG or Unturned for example
both are on unity, both allow for custom levels and assets to be loaded
i'm 100% sure there are better ways to create an in-game level editor or map maker than bruteforcing the process. or the least you could do is supply an SDK so people can mod with greater ease
but since it's unity, i'm 100% sure bepinex would help massively already
Do what ultrakill does, text based maps.
it has custom maps?
Yup
all i need to figure out is how to "compile" a scene into an already compiled game build. So the game build would look for these "compiled" scenes in XYZ folder and use them
or more like geometry instead of a scene
liek the scene stays the same but it can load geometry during runtime from say an fbx file
or like a prefab
couldnt find shit online
pretty sure you can write to and load from file
open at least 30 pages of documentation
that's what i do all the time anyways
is that a dusk sound effect
yeah
it's temporary
so fucking tired man
i'll just work on the sounds for now
watch this become a theme for two weeks
Hey any progress is good progress and good progress is pogress
I'm stealing that one
aside from the fact that func_plat isn't implemented, trigger_counter isn't implemented, some door pieces not moving, and light styles not having been implemented yet, quake e1m1 is pretty much completely playable in my engine
oh and that secret door at the start is kinda weird idk why
i wonder what i should do next
anybody got a cool interior shader for godot by any chance
i don't have to do it all myself do i
hh
I didnt know either so I went with Godot
Wip destructibles using only vertex shaders
really not sure
the first one actually looked better tbh
gonna use the third person viewmodel instead
I know you aren't supposed to hold the Mp40 by the magazine but I generally find that sort of pose reads far better from first person.
I know, I'm just saying that posing it so that it's held by the magazine generally looks better in first person.
how do i fix this
you cannot
you have to live with this now
live with the consequences of your action, or perish
@novel elm, please keep all discussions in English.
guys
i really really really need some help
i have no idea how to set up the workflow on the arm rig for example
sure i will have an arm that i'm gonna use within the game
but i don't think every gun should have a new instance of the arms
do i animate every gun with the arm rig and then export the animations?
thats what i do
have a unique instance of the arms for each gun
then disable/enable it accordingly
im just telling you the way i do it, and it works, no performance hits
for ik rigs all you need to do is reposition the rig ends points and youre good to go
but maybe its different on godot?
My scenes are usually set up with the arm rig and the weapon rig as two separate objects ( both in Maya as well as Blender )
The arms use the same skeleton asset, you need to cook up some logic to swap to the matching animation set when needed, and are exported as a separate asset from the gun
using my personal project as a practical example.
Linked library for weapon and one for arms
informative
guess i gotta set up some variables inside the gun scene
and pick animations based on that
not sure how Godot flows but I pass the animset as a struct in unreal engine
the arms "morph" accordingly for lack of better term
the cool advantage of this system is that you can easily swap out arms
Which game is the best place for me to start making mods?
what's got you down?
these FBX ( 🤢 ) only contain animation data
SK_Thug_Player_Viewmodel is the mesh + skeleton
kino
so after a bit more normal map tweaks it is done now
lets see how it looks like in godot
it can use a little tweaking but it's close to finished
that barrel looks sloppy as fuck
pretty content with this outcome
man
playing with the normal maps
i'm really thinking about ditching the prebaked lighting
id keep it as the final one for now then yeah, still better texturing than i could do lol
might be
never out of the question tho
i'm planning a very cool trophy system that allows for multiple replays
basically you collect some collectible souvenirs and you unlock certain stuff
oh nice, and yeah that be a cool and kinda organic way to reward the player with such 
or like in goldeneye 64 where you could unlock cheats
same principle
okay prebaked lighting is NOT ditched
will keep the shiny factor to a minimum tho
the left
i have a slight feeling the dying camera is a bit too dramatic
needs a visible ragdoll flying around at the same time!
Yes!
big head cheat is required by law
GUH
He cooked
i just realized that at one point i'll also have to rename the guns
Uuuuuuuuuuuhhhhhhhhhh
nice particles
are they all particles suspended in the air and scatter once you shoot them or
There are no particles.
It's vertex shaders.
No physics, no particles, just a static mesh that has pivots store in the uvs and is then sent a time and location value for the actual shattering.
how the fuck can shaders create 3d objects
It's not generating geometry at runtime or anything, just moving around the vertices that're already there.
oh
thought it was a texture
and it would automatically cut out any hexagons
using a sort of mask or threshold
Also fun visualizer.
made the cool vector logo for the gun
and yet, it was all in vain,,,
wouldn't look too bad if the surface area was bigger
I really have to further simplify the model,,,
if I didn't have to texture the other side, I'd win so much more detail on the other side
but the substance painter as we know it, is a fucking pussy and won't bake the maps if your model is Payday 3 levels of done
I feel like the implication of a manufacturer mark would suffice with the art style.
as in?
of course it would, it's part of the gun tbh
but if it looks like a scrambled set of pixels then it's not implication, it's just mess
Then simplify it as much as possible, drop the text, just focus on the big shape.
nah tho I really have to redo the unwrap or seam the model better because this is at 512 resolution
the MP40 for example is a 256 texture
Fair.
and it looks even better detailed
problem is, the MP40 is pretty round
it's easy to unwrap and staying organic
this is a big rectangle
with a pipe and a broom handle extruding on each side
I could mirror the handle
that would give me some more space
Do try and keep texel density between props consistent tho or I will be mildly annoyed.
it is consistent
it's just the tiny details that look the worst
because of even chunky pixels
oh fuck that looks so cool
uuuuuuuuuuuuuuuuuuhhhhhhhhhhhh
pov you're a hamster and you're in a cardboard jail
Lol lmao
Is this for ttr
Prolly not.
How in the hell do you handle weapon movesets for beat em ups/hack n slashes in godot?
the flood !!!!!!!!!!!!!!!!!!!!!
its shit i have to redo the entire thing
okay chat what do we think now
achtung
okay so
added the final details as well
we are finally there
RTX footage
nah though for real, this is how it looks proper
12 rounds?!
misinput
only wanted 10
now to move onto the sounds...
what if it sounded similar to the RE4 original's Red 9
how does this sound like
i may ditch the entire arm rig deal though, each set of guns will have it's own arm
and that's the end of it tbh
i'll figure out another way to skin the arms to new textures or models if you have a different player model
you're missing a super micro tiny detail
2000 fps footage of a C96 "Broomhandle" Mauser pistol, chambered in 7.63mm Mauser. This was the first really successful commercial automatic pistol, and uses a short recoil action to operate.
🥺
the top half is supposed to travel backwards ever so slightly
i did notice it was on a sort of rail when modeling it
otherwise me likey, already has some nice flow
no chat i'm not going to go back, modify the rig, import the thing all over into godot just to animate the top part nudging back slightly when firing
boooo
are you cappy now @earnest lily
what if i decoupled the top part from the model and animated it using a tween that has a random float so the bouncing is always different
kino
ignore the arm model, created a new one that looks similar but i still need to fucking unwrap it and shit
i might have to reduce the hand movement a bit
but i like it's cartoony movement
not much but i changed the input class to output a movement vector (wsad) along with the camera rotation (mouse)
ofc z position changes with qe independent of the camera rotation
and camera rotation is applied using quaternions
all using glfw
okay so made my own hand texture
some inspiration from medal of honor
although it is slightly higher poly than the OG
lemme cap a quick comparison
first one is the OG, the c96 one is my own model, own texture
Solace my man you have mastered an aesthetic I dub "rose tinted glasses"
That looks as good as I rememver MOH guns looking through my nostalgia of playing the games 15+ years ago
is this good my man
that's not how recoil works
one major difference to the old arm is that mine is fully modeled cinematic mod style
also hand painted
also its not supposed to be realistic
its supposed to look good
why not both
but you know what, i'll add in some spin just for you
im not asking for realism, im asking for not completely breaking the laws of physics
It still has to look "believable"
now we masters of recoil
your hands fits way better
Oh I just saw the new clip
obviously, it's my own art style on both the gun and the hand
there isn't a clash like with the old hand new gun
for the recoil animation, I'm tempted to make a suggestion so that the weapon motion reads better
i'm listening actually
let me sketch it out
Give reducing the vertical motion of the hand a shot
and try substituting some of that jump with some wrist pivoting
let me visualize the problem
the main thing I see is that since it jumps up and "moves out of the eye-area" - as I call it - as soon as you pull the trigger, you kinda don't get to catch the bolt going backwards
pivot
but yeah i get what you mean
i'll give it a frame or two down time so you get to see the bolt
ohh I see is the arm static?
then yeah try the layered approach and perhaps delay the vertical jump actually
still I really like where you're headed. Gives it some nice liveliness without being overblown
and I really like how you're paying homage to the offscreen reloads
i mean i could try and make a rig
problem is i have no idea how to use bezier keyframes with bones in godot
I see, are you animating inside godot itself? I never actually tried that
I know Unreal lets you mess with keys and save it out to animations
i'll be paying more to those, gonna make a stripper clip fall out as you're moving the gun back into the screen
godot allows you to do the same thing
This looks like a shitpost

Just the arm with a gun
eh its decent
maybe
but then i lose the capability to add easing in godot
man
why are the animations inside blender so choppy
couple of three things
Framerate, constant interpolation
that is literally the only reason i'm not animating inside blender
it's a really long topic to get into but most games are animated at 30fps and the engine interpolates between frames so they don't chop at 144fps or whatever you're rendering them at
clicky this little fella
put the bwoy at 30fps
these are the Real New Blood Discord Regular Fact Checked settings I use ( clip taken from my personal first person thug'em'up )
i did set it to 30 frames
would be cooler if it automatically interpolated to 60 tho
it distracts me enough to not want to use it
okay so
importing everything into godot returns errors to me
"bone contains unnormalized quarternions"
i have no idea what that means
someone give me a hand because i have zero fucking idea how to put the hand in the arm inside blender
okay so before i delve any deeper, this might be a point of reconsideration in terms of the animations implementation
any help is more than welcome because the whole godot-to-blender process is gonna be so fucking wack
like before, i could just pause the scene, edit a few keyframes, restart the scene but now i gotta export like 452 times to make sure it looks good
fuck you chat timesplitters' your gun
some ideas for the gloomwood dungeon crawler
i don't know if they're good or not (especially the quick time event thing)
What format are you trying to get out of godot and put into blender
Dae or fbx
wym fbx
Godot outright discontinued support for fbx since 4.x
gltf2
I love doing rounds though, just saw at least two other games in the Godot discord server using a simulated magazine on the side as well
by the time my game comes out, it'll be a cheap knockoff
sort of like unrecord
what kind of dungeon crawler? Grid based one ?
dungeon based crawler
is there a way to reliably animate in 60 FPS inside of blender, so its smooth and then export in 30?
Getting close to the concept art you posted here^ !
i have 0 idea why it's overwriting the rotation here
the problem is, the animation player is constantly settings it's rotation back
no it's not even that
something else is fucking it up
i cannot figure it out
bet y'all said "yo lets prank this fucker by making him troubleshoot the most easily overlooked problem ever"
the reload and stuff look better, but trying to overcomplicate the firing with the wrist movement doesn't make it as punchy
Ok is THIS gonna be used for ttr?
Does godot have frame interpolation styles like blender and unity?
Back interpolations really good for snappy/punchy movement
Still highly unlikely.
😠

I think the movement of the hand going back from recoil should be faster
give it a try?
bit faster?
specifically the frames of the hand going backwards from the recoil, not it returning to the resting state
Okay
fuck
wait
feels a bit better with the kick of the first gun just you wait
okay fuck wait again
now its the correct video
Looking pretty good!
The empty trigger pulls move the weapon a bit too much, perhaps cut that distance in half, if the weapon moves that much without recoil your aim must be really potato 
I mean the movement in left-right direction, not the other directions
i mean you're not COD johnson
that's the plot of the game
you're a resistance member, not a trained fighter
but i'll tone it down
i just had it extra heavy since its a double action pistol
trained or not, weapons behave similarly no matter who pulls the trigger
did you try pulling a stiff trigger before
that shit is hard
plus its more about visibly telling the player that they are out
love the misfire at the end of the video tho
gotta make some checks to see if i can fire again or not
even though i'm already doing that tho
got some bigger tasks at hand tho
i really hate drawing hands
I really love drawing hands <3
why draw hands when you can just do this
realized the hand is hella out of proportions
probably why i cannot make it look good
the palm looks so good like
and then there's me trying to figure shit out on the other side
why does it look so bad
am i stuck in an eternal hell of drawing hands
like fuck man, the other arm model was much more complex shaped and that came out perfectly
Where's the bullet confetti from the gun itself
And I think an issue is the fingers are a lil too lonf?
trying to, but i don't know how to work the gpu particles
😦
i'm not sure what really goes as a grid based dungeon crawler
but i still haven't really decided on how i'm gonna generate levels (mainly because they're all equally hard) so
yeah it simply doesn't want to stay inside the player's coordinates
also cannot make it eject one at a time
unless i just instance a new scene every time i fire
chat
how the fuck do i remove changes i made in pose mode
i cannot clear user transforms
Control Z
alt+g / alt+r / alt+s not working with bones selected?
didn't try yet
saw what the hands looked like when trying to pose them and got dissatisfied
i'll redo the entire thing
making a font atlas for blood drive (which i'm now considering calling Dead End)
is there a better way to do this? right now i'm assigning each character in my atlas a specific index which will be used to find the letter on the atlas
i made it myself with some references from the quake 1 font (mainly the A and the X)
What if you made a string "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890"? then you simply get the string at that index (eg. string[8] to get 'I')
oh that's a good idea
thanks
👍
i just realized i don't need a new audio stream player in godot for every new sound
you can literally change the sound on the go with an animation player
What game is this?
my own game
oh neat!
name is undecided but I'm either going for Blood Drive or Dead End
Do you use unity?
I did
and I still kinda do because I'm working on a gloomwood and a fallen aces fangame on the side
this is made using Java and LWJGL though
ah
fixed aspect ratio + centered text that only works for this string only for some reason + symbols
hell yeah font rendering
Blood Drive was a cool name conceptually but I think Dead End is more fitting
more informative of what the game is perhaps
DEADИƎ
@pure jackal, please keep all discussions in English.
Damb
15 dollars
@granite lintel, please keep all discussions in English.
pussy in bio
But do you want to load the sound every time or would it be better to keep it in memory? Think of the potatos.
man
i really have to redo the entire arm
i asked people on how to limit a sound's sample rate to 22050 and they listed me 53 complicated methods on how to do so like using a limiter or an EQ to filter out any sound above a certain hz
then i found the option to do it in two clicks inside fl studio
new reload sounds, more pronounced movement of the top-side of the gun
plus the slide slams shut at the end of the anim
problem is, it won't be so easy animating the bigger guns
Brothers in Honor : Road to Kino
i still haven't figured out a name yet
got something like Dawn of Defiance or something but i was like meh
lame
also they sorta do
the hands do not reset though
let me reiterate how much I genuinely appreciate you taking all the feedback in, in spite of frustration
👑
i really like feedback, it's how we improve
it's another thing trying to juggle ALL of the feedback and find a middle ground to please everyone's suggestions
I agree, way too generic and unmemorable
I remember the name but that game was very similar to like 10 others and I have no clue which is which
I love 'Blood Drive' though, great name!
yea
reminds me of Harvester
jerma live action game from the 90's
oh
okay i could delete the pose now
i had a sneaky keyframe at 0
i fucking suck so much at weight painting it's almost comical
is there some way to make the rig keep the volume of itself?
like for example when rolling the wrist, it becomes extremely creased
chat im gonna download an arm rig idc at this point
real
after like an hour of weight painting i decided fuck it and simplified the model
except i didn't see i deleted half of the palm
then mirrored the model to make it whole
and realized like 30 minutes later
and my last save is like 2 hours ago, before any of the weight painting
I too love blender 
start from square 1
trigger_counter functionality (try to ignore me falling through the floor at the end i removed a part of the player controller code a while ago and forgot to add it back in)
Bruh
i'll send you tomorrow after i fixed up the textures
Okay
I think I figured out why it looks off though
took a closer look at the original models and my hand model's fingers are equally thick
they look like a shovel
also holy fuck man
people from different discord servers are hyping my game up now
shit's getting real,,,
as they should lol a medal of honor like is a really cool idea
really makes me wonder why aren't there more like it
its not like a new idea, the core gameplay loop is pretty simple
then again, calling an fps game moh-like is kind of a vague term
what defines moh is the overall playful feel and essence of the game
maybe playful is not the best term to describe it, but it's not like extra gorefest with hyperrealistic weapon animations
also @pure jackal i'll send the arms tomorrow, was hella tired tonight and i feel like if i started working on it again i'd just stay up until morning
different things make us click really. The one I feel personally closest to for example is rtcw
i feel ya
but i have the one difference of having the PS2 rtcw closest to me in the series
and 2009
in this order probably
Wolf09 was my first wolfenstein game
It is really good
simply the feel and vibe of the game is just unmatched still to this day
it essentially boils down to first person indiana jones and i really love it
doesn't help the fact that me and my cousin watched the entire indy saga that same time
wolf09-like next,,,,
no not really
if i were to develop the game after this one, it'd probably be the beat em up type game i wanted to do first
streets of rage + god hand + fighting force + 3-4 player co-op is a good match i think
also i'm not sure if anyone remembers, been a while i showed it off but the main menu has a co-op option in the mohlike game for a reason,,,,
developing it with split screen co-op in mind
i know jack shit about networking though so that'll be probably sorted out later
but i feel like through the steam share play/parsec, the multiplayer campaign can be a good deal
Why is wolf09 not back on steam yet, microsoft owns all the rights to it now 😦
they're just not sure they would make any profit off of it now i guess
you know it costs money to list a game on steam
anyone do mod commissions? for ultrakill
#ultrakill-modding its RIGHT THERE COME ON
i asked there goofy
model didn't really come out the way I wanted but good enough imo
inspired by the dance with the dead out of body album art
hell yea
i like its ghoulish pose
reminds me vaguely of this prick https://media.moddb.com/images/members/2/1039/1038539/ao_phantasmsplit.png
It's already listed, just need to make it purchasable again.
a whopping 100 dollars
How could a shitty game from 2009 possibly earn that back
it can
and its going to
100 dollars is not alot to earn back
No, nobody will buy it.
you should ask ultrakill
i mean the people who are interested in the game are probably owning a copy, it's a janky game from 2009, i doubt it would generate much revenue
ok at least 3 people will buy it
finally got some models into my engine
clearer view of the stitch model
yes the hands are thumbs are intentionally supposed to be on the wrong side it's not like i didn't notice until i was animating it or anything
hell yeah
what are you making it in
what language
c
oh sick
it's actually really nice
one thing i don't like is how i have to handle arrays using pointers
which leads to me storing an array "start" position in memory and the array length
and unless i wanna reallocate memory every time i add an element then i have to stick to that
but really that's the only hard part about it
everything else is cool
Yeah it's pretty much unavoidable in C
Since there is no real array type, it just decays to a pointer
you made a game engine?? that’s so cool!
it's even more renderey now
no way
What’s the mod that has the “mayo%” thing in the sidebar. I like it but I don’t know what it’s called so I can’t mod my ULTRAKILL to have it I know it has more than mayo% I just forgot what it’s called
have you tried asking there
Ah no, thx
triggers placed
also reworked a lot of stuff in the background to make things clearer plus decoupled plenty of stuuff
(there's a target_node variable that allows for destruction, i'm just lazy to add a giant hole in the wall)
i was thinking what if you added wolfenstien elements to the game
also like how side missions in medal of honor had like scifi elements
i am thinking about that
SOME scifi
the bonus campaigns will have stuff that are too wacky for the main campaign though
like outright joke campaigns
i love it when godot has a breakpoint before it can load any graphics
i like the art style ngl
.
oh, new material for the revolver plus the shell casings, they really tie the gun together
oh yeah
the flying hot brass ties everything together so nicely
can't wait to watch you blast nazis
why watch me
i wanna do a demo sometime in the future
just polishing up whatever i can before adding the enemies

i really think a month or two is all i need to properly tie up everything into a playable state
depends on how much time i'll get after work hours
you are underestimating the amount of work proper enemy ai takes lol
took you a year to get this far and now you think you can finish in a month?
i essentially restarted the entire project from scratch less than a month ago
it took me at least 3 weeks to get here
where do you think another 3 weeks will get me
redoing stuff you have done before takes far less time than making new stuff
bruh
my last try didn't have half as many stuff as the recent one
everything is done differently, more efficiently, and new as well
i'm taking everything i've learned so far and implementing, while learning new stuff
i mean sure, on the screen, not much is visible from all these changes but when you lift the hood, everything is different
kinda better
can't imagine the shit that ancient devs had to go through just to texture a simple hand
which enviroment textures look better
Handy
The walls don't seem to have the same dithering(?) As the floor texture so the right one fits more, maybe if you added the effect to the walls it's fit better?
bruh
my rig worked fine until it didn't
after i added the IK and controller bones, the fingers distort all over the place
why
you weight painted correctly?
do any of the bones have similar names
pretty sure it should do that
same rig but without the IK shit
i might just say fuck it and animate it without IK,,,
like this is giving me way too much trouble once again
following the fucking tutorial step by step over and over and it literally behaves all over the place unlike in the video
did you add a second set of bones for IK ?
second set of what
no i didn't
the tutorial doesn't anything like that and it works fine for him
i tried using the rigify addon but i said fuck that halfway through because it added so much shit, and removed my finger bones entirely
wait you used rigify
as in the pregenerated ones
metarig
wait did they remove rigify in blender 4.1?
well i cant really access meta rig since i think they might have removed it for blender 4.1
enable it in addons
ok yeah i found that out
turns out they might have disabled it
so are you trying to use an entire pregenerated skeleton from metarig
or are you trying to make your own
like if meta rig isnt working i would maybe suggest mixamo or accurig
mixamo would do worse
plus the problem is that mixamo needs an entire model
and it doesn't do an accurate weight paint
rigify isn't the problem though
reworking the gloomwood dungeon generation system
again
i'm making it so that every room is a prefab so that decoration is easier and support for multiple room sizes
the way that it works is that it generates the starting room, generates a random number of exits from the starting room, and iterates over every exit and adds rooms until we meet the amount of rooms we specify
after all rooms are generated we block off exits that we didn't use
at least that's how it works now it might change in the future
1/1,000 chance to be cast into the megaconstruct
That's some good shit right there 🫡
looking coool
can you elaborate on the logic you used here
I kinda wanna have proc gen levels in one of my side modes and it would be cool to have some understanding of it
so each room is a prefab that has a bounding box that's calculated using the min and max of all the mesh collider's bounds in the room (this'll be explained later)
each room has a set amount of exits, each exit has the point where the exit is, which direction it's going, and a GameObject that blocks the exit, the reason for which will also be explained later
the level generator has an array of rooms, and the first index always contains the room that'll be spawned first
the level generator spawns that room at the world origin, and then chooses a random number between 1 and 4 to choose how many rooms will protrude from the starting room (this was added because a bunch of seeds only had one chain of rooms coming out of the starting room)
after spawning rooms around the starting room, the level generator then chooses a random room to grow from, and it chooses a random exit to check
the level generator spawns a room at the world origin and then based on the direction of the exit we chose, chooses the exit in our spawned room that's the opposite direction, and then translates the room based on that position (i did the translation using this)
after the room is placed, we check the spawned room's bounding box with all the bounding boxes in the rooms we've spawned to check for overlaps
if there are overlaps, then destroy the spawned room and try again at a different location
if there isn't, then add the room to a list of rooms that we've created for testing bounding boxes with other rooms when they're generated
after we've generated enough rooms, then bake the navmesh and iterate over every exit and if it isn't connected to another room, enable the blocker we set for that exit so that the player can't go out of bounds
and that's pretty much it
new font chat
@jovial trail, please keep all discussions in English.
your code is now stolen, I will make a WW2 themed Due Process clone
hmmmmmmmm
there is potential
however i need to redo the texture a little bit to look more organic
chat
now is the deciding point
should I break tradition and have complex reloads
e.g sequential reload for shotguns, one in the chamber mechanic, "tactical" reloads
or have shotguns reload all at a time regardless of ammo in the tube
and have no empty reloads
How does the game you are emulating do it?
And do you feel that it's not good in the original game and needs a change?
listen
I already made a fully working cylinder mechanic for the revolvers
at this point I might as well go big or go home
that's just me, that's why I'm asking for feedback if it's too much or not
I like little details
Going big is always the better option!
(I have not played the original game so I have no clue how it's done there)
@pure jackal mfer I need your opinion or else
one reload anim per gun
shotguns load all at once, no empty chamber reloads etc
@wraith beacon are you on
can you gimme some tips about two handed weapon anims
i want the left hand to grip the gun, but also be able to let go so the weapon doesn't follow it anymore
hatsu is not online,,,
we are all doomed
can you do viewmodel animations
not sure what that means
you mean per mesh animations?
instead of on the whole model?
i wanna do two handed animations but the tutorial i followed separates the gun and the arms
well to answer the three questions at once i can't do animations yet no
which wouldn't be a problem but the gun influences the arms when firing, so i would have to call two animation players inside godot just to fire once
i haven't really done importing models with a parent-child relationship for each of the meshes
yeah
instead i just have a vertex buffer which i pipe into opengl
is self advertising allowed here
depends on what and how it is advertised
github repo
lol im not even sure if im ready for "advertising" i don't even have basic lighting
I'm sorry I was working whats the scoop bossman
If you want to have fancier reloads (empty and non-empty) its ultimately up to you on how far you want to take the "lost medal of honor 3" aesthetic behind the game
If you want to keep in style with the psx limitations you could try and make it have one reload animation but have the gun return to idle for a single frame before the "chambering" part and simply have the non-empty reloads not play the full animation, though idk how that would look
why not 🔫
.
.
well, kinda
this + the hand separation part
parented the gun to the arm rig so they're still different objects
and set the gun to be a child of the arm rig's root
and set influence here and there
not sure how viable it's gonna be
Fair enough - you're on the right track I reckon. I usually have a "grip" bone in my arms rig and parent the weapon's root to that, so I can swap hands n shit in animation
like yeah if you need to have weapon mechanics and stuff you still need two separate animation calls but at least the gun won't float
i kinda only have one arm here
the left
you won't see the right hand anyways
and if anything i can just reuse the pistol's arm
as for this - have you played around with bone constraints in Blender?
my brother in christ i have never animated SHIT in blender before
this is my first exposure to any lively animations
oh
I have to go in 2 min otherwise I'd try and sum it up in a quick video
but Bone constraints / "Child Of" constraint / "copy Transform" constraint is a good start for some reading
child of is working right now
only problem is making the magazine a child of the hand is kinda finnicky so far
its like the movements are applied twice
so i guess i'll animate it separately or something
I think I know what you're running into - the weapon is parented to the arms you said?
yeah I think you're getting double transforms due to the hierarchy
I had something similar with character models wher IK controllers were children of the root, and I made them follow the spine using constraints
why is this stupid gun so fucking sexy
yeah something similar
i will IK rig the gun 💀
More ARG for the game I'm developing
https://youtu.be/E1Lu25dXPJ4
interactable objects
you can click on an object when you're near it to interact and if you click on it from a distance you'll move to it and then interact with it
can you get mook for embeds
what if
split screen prop hunt
and when you lock in your spot, your screen turns to a CCTV camera feed somewhere on the level
you'd essentially have to beat your friend into submission to not peep while picking your spot tho
this simple dev level is becoming home at an alarming rate,,,
early blood particles
also gonna replace the magnum with a shotgun
this intro sequence reminds me of something
the whole game is based on Dance With The Dead and the song that i want to play in this level (if DWTD lets me) is their song Sledge
so when the level is complete (and if DWTD lets me use some of their songs) it should be like this
good old reliable, nothing beats that
stitch projectiles (with broken transparency)
THE STITCH ARE BALLING
I REPEAT
THE STITCH ARE BALLING
imo the stitch attack animation looks a lot better from the side than from the front
Messing with this again.
U makin a game?
om nom nom
The channel name is misleading, everyone in here is making a game.
No modders to be found
https://vxtwitter.com/billybob_c10781/status/1786014941087948932 stress testing went well....
ah yep
im fucking goated
i'm fucking floated
its all coming together chat,,,
Medal of Honor (1999) for Playstation. This trailer was included in EA's Small Soldiers.
holy shit
looking at it like this, it was brutal
i never could expect gore from Medal of Honor
dude straight up gets torn apart by explosions
plus holy fuck the combat looks more like timesplitters here
HE'S DOING IT
Holy shit fully modeled Thompson
Wonder why they cut that
yoooo the sounds make it so crunchy
glorious
Qlso holy shit I just noticed thee BULLET CONFETTI from the revolver
custom material properties
drafting my 4th level, this takes time
What font is that? 👀
did you also see the other video a while back where the cylinder is simulated
and that only the spent casings are ejected
No whaaa
bruh
I had a video here where I load 3 shells, click dry fire and the bullets actually travel one chamber adjacent
so yea indexing works
.
ignore the 4x fire rate modifier
imagine if I added an arena mode with quake controls and powerups like quad fire rate
no reload for a while
double projectiles
actually I would merge no reloads into 4x fire rate tho
just make it drain your reserve ammo first
the first thing I'll do after I implemented the enemy AI is recreate NUTS inside my game
say auf wiedersehen to your nazi balls
jetbrains mono
i also have some opentype properties enabled
Huh is it really? The letters seem vastly different to what I see in Rider, interesting. Yours seems to be more "curvey" like with ls and such. Not sure how to describe it haha.
yep that's the opentype properties i enabled
not sure if rider supports them, but these are the ones i have enabled:```json
{
"zero",
"calt",
"cv02",
"cv03",
"cv04",
"cv05",
"cv06",
"cv11",
"cv14",
"cv15",
"cv16",
"cv17",
"cv18",
"cv19",
"cv20",
}
Seems like Rider doesn't have settings for opentype properties, how sad :/
Make it a cheevo
why does transparency have to be like this
i think you should keep it like that for the bit
why don't you use alpha cutout
or alternatively use add
because i don't think it would look good with this texture
i am using add
i have no idea what is happening here
oh wait
nvm i misunderstood you
maybe
but I don't think that would look good either
Alpha blend
you're alpha blend
I'm alpha bland


