#general-modding
1 messages · Page 29 of 1
nah i'm still not sure about it
maybe if it was in a more artsy art style instead of just a 3d render
Lmao I love it
huh
i think it looks fine as is, i used a 3D render of the compass as well
can you show us a picture of the whole screen with this hud element though
okay im generally upset about ratchet games not having fucking mouse hooks
wish the best of luck to me chat i'm about to learn something new

could definitely see it working im just not good at C
probably found a few memory addresses that correspond to the camera's position
they're just either in radians (float) or 2 or 4 bytes
i fixed the tweens to the best of my capabilities
its so funny how i can set a destructible object's "drop" to an explosion and it will drop the explosion
like spawn an explosion instead of an item
The animations on the shells look really nice :0
sounds like a perfect use-case for explosive barrels
thanks, it's almost simulating each with gravity but not really
they're not meant for that, but i'll keep this newfound knowledge in mind
that however means that the enemies can also drop explosions
what if you could pick up explosions
like pick up pistol but OOPS ITS EXPLOSION
BOOM TIME
this is so funny i have to test this shit
i cannot pick it up,,,
i've subconsciously made sure i cannot pick it up
unless i make a weapon that just exploded immediately
actually it works
if this wasn't a debug build, the breakpoint wouldn't interrupt and you'd just die
see? it's perfect 
What was that red text?
maybe it would look better with more UI elements?
it kinda covers the side more than it should
did you think about having a see through background for it instead?
yeah i could probably do that
or, make it a bit smaller
this was unintentional but i like how it looks with the blood in the background
it looks better now
it's not just a black background now
you could make a smearing effect on the path of the needle though like a screenwiper
wiping away the blood
do you mean like just a simple smear effect on the texture
because if so that would be easy to add
but if you mean like it wiping away the blood as it goes that would be a lot harder to do
i think it's cool with the smear effect
i think my game is haunted
You killed that "I made better in 12 hours no I wont show it" guy so hard he's haunting the game
what are good godot templates for first person stuff
definetly an improvement
oh visual scripting for godot? neat
Yo, I'm tryin to make a Detroit Zomboid Experence. but i donno if i should go with this mod or not? (and for reference , I don't mean zombie apocalypse detroit. Just, Detroit)
https://steamcommunity.com/sharedfiles/filedetails/?id=3333779609&searchtext=
its not on the little assetlib tab and when i import it its not showing up
this is truly glorpshit
it says it therre
you don't really need one but depends on what you want
quake/source movement with wishdir and acceleration/air acceleration or just a basic movement
how do you import it
usually you'd put it in the addons folder, go to project settings -> plugins and enable it there
but you really don't need a visual language when gdscript is so readable
you need to get used to the syntax and that's all, sometimes the code is as readable as the message I'm writing rn
I just extracted and dragged and dropped it into a Addon folder I made in the bottom left
Nice clouds very cool!
they had an official implementation in earlier versions, but nobody used it so they got rid of it
enable it
practicing composition
Would it be better to work on a main menu screen first or just focus on making a test room? Pretty amateur at game dev but really interested at getting better at it.
Having a simple menu to start out with can be helpful and might push you into programming the game a bit better (because you need to think about "game state" sooner)
But it doesn't really matter that much ultimately
On the other hand, having any kind of UI makes it feel more "complete" which can help motivate you
Not much atm but I can turn it into something bigger in the future
Made this half assed menu for now. It's getting really late I should probably sleep for tonight and hopefully get more done.
first thing I did was create a developer room
and expanded it as I saw fit and needed more space
specifically needed it for movement testing, then added a firing range, some interactive stuff to implement the objective system, etc
the dev room grown so much onto me it's like home
Beta for my NMH Slot Machine Mod for Doom: https://www.mediafire.com/file/xmzocy54xdeejm2/DarkSideWheelBeta.pk3/file
17k megascans anyone?
Finished a thriller game I was trying to make
You missed the pun "HEIL ON EARTH" :[
switched from quake bsp to goldsrc bsp so I could get colored lighting and better texture quality but now i have to make a tough decision since skies work differently
do i switch back to quake bsp and deal with no colored lights and a limited color palette, switch to a different kind of skybox, or code a workaround that would only work for Dead End
there's also the evil option where i code my own level editor and compiler
The based option of modular levels.
wdym
have levels be made up of building blocks instead of bsps, I think?
no I'd rather do bsp
it would be easier to set up a custom level editor with modular levels though...
maybe for another game
Yea it'd probably require rolling your own level editor or uhhhhhhhhh, if you really wanted to be deranged using Blender as the level editor for placing instances and shit.
I am placing blocks and shit cus I’m in fuckin blender
I've been trying to wrap this texture on a cube for half an hour at this point. Anyone know how I can do that? Couldn't find any good tutorials on how to do it.
in blender?
Unity
Like a default unity cube?
you can't do it around a default unity cube
you have to import a cube with custom uvs that are mapped to that texture using blender, probuilder, or some other tool
yea ^ this
if you're gonna be tryin to add assets with textures and all that jazz blender is so worth learning
it'll be invaluable for so so many things
Yeah I wasn't sure if I needed blender to do that
if you intend to make a 3d game chances are either you're going to need blender or someone who knows blender lol
(other tools exist but it's just so nice and widespread in terms of public knowledge that it's hard not to recommend)
Blender is also something I'm learning too
I have only made 2 models but they're extremely amateur
This was was a sawed off I modeled off of a reference
You can get colored lighting with regular BSP via .lit files (it can also be embedded via BSPX)
Other good alternatives are BSP2 (Q1 bsp but all int16 -> int32) and Qbism BSP (basically BSP2 for Quake 2, has colored lighting support)
My friend helped make the movement, they reused the movement code from another game they were working on and just added jumping to it. They added these red cubes which was awesome, the blender model is just a test so I can learn how to import them into unity.
the movement seems very smooth and what are you gonna do next
Little peak at the player prototype model I'm working on (He doesn't have a name yet but you're free to call him whatever)
reminds me of old roblox days
colored lights are too good to lose imo
agreed, I'd say stick to goldsrc
The dastardly gestapo officer when the resistance member slides towards him with a 10 guage at 200 km/h
splat bonus
Whole bunch of jank placeholder animations coming to a legion near you
Decided to shade smooth it because it looked better that way. Now I have to rig it up and I should be good
how did i already mess up crouching
Am I doing this right?
It sort of works??
Thanks
It is a prototype so improvements can be done
but it will do for now as a learning experince
I feel that
I've been doing some basic modeling and rigging lately and that's how I'm going about it
Just letting it be what it is and learning tricks as I go
It's nice actually learning something like blender
it feels like I'm doing something big
blender is so, so good
you can keep learning it forever and discover new shit all the time
Little kick animation I did
colored lighting is very underrated, most of the time people use plain white lights in indie games and ask why everything looks bland and flat
show code
seems like the check to see if you're crouching is immediately set to false or something and instantly uncrouches you
new pew pew
@earnest lily do you use blender to animate your goons?
naaah it's very compact
at least for me
has just what I need and not too much else
if you're using the timeline window/panel try out the action editor, i find that one to be better
Dope sheet action editor
But no way to change the timeline time-frame wuthout changing back to timeline view
Throwback thursday
silent gun
is there a way to check for leaks in bsp maps
because i've been looking for leaks but haven't found any
Usually a leak will show up when compiling the map
The leg
Now I just have to make it a viewmodel and actually get it working as a kick function
I thought BSP won't compile with leaks at all
I mean it will make a bsp file but it won't be complete
leaks as in leaks in the map geometry
if there's a hole in the geometry somewhere then faces in the map that aren't supposed to be visible are visible
you're doing what
you don't do that vino
you see, when you call something in process or physics process, it gets called every frame/every physics frame
you're basically calling crouch every physics frame meaning it will uncrouch you and then crouch etc
https://youtu.be/xIKErMgJ1Yk?si=KNDevgzR2JK-f9Bc i was trying to follow this
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Assets : https://github.com/lukky-nl/FPS-controller-assets
Kenney : https://www.kenney.nl/
Poly haven : https://polyhaven.com/hdris
This is part 1 of a 3 part fps contoller tutorial series!
where do i put func _input
create a bool variable like var crouching : bool = false do you can keep track if the character is crouching or not and make checks
ok
just move the if input action pressed thing into the func input
and the sprinting as well
AND, if you take my word, don't do an else check on that
the logic here goes: if the crouch button is pressed, crouch. if not however, sprint instead
you can just not call else
and modify that to if
ok
that way the two checks are independent
AND, to make sure you can stand up, there is an Input.is_action_just_released function
it gets called when you release the button
you can revert the speed and height back to normal there
so psuedo code
func _input():
if input.action_pressed("crouch"):
crouch stuff
if input.action_released("crouch"):
reverse crouch stuff
I don't know if just_released or if it's released
hope that helps
thanks
worked?
im getting this
kino wtf
Ooooh dom if you only knew what I was cooking up last year
Pixel filter
So I have this shader material thing that gives a outline look to objects I put it on and it works perfectly
Except that it scales based on the size of things making it look too big on larger objects. I'm currently trying to find a fix for this so it can be displayed at a fixed size.
what mod is the custom style replacementa like the ones i've seen in Linguini's videos? (ultrakill)
Do you still need help?
Level compilers like ericw's tools output a point file which, for example, trenchbroom can load and point where the leak is
It will always know if theres a leak
I fixed it
I didn't know about the point file thing so I just placed a bunch of giant cubes to narrow down where the leak was
but I still couldn't find it so I just rebuilt the room where it was happening
Ah well now you know lol
I still have much to learn about trenchbroom & ericw tools
thanks vriska
mega improvements
how exactly is this outline working? does it make an inverted hull of the object?
I think so? I had to search up what inverted hull meant because I'm not familiar with any of this.
basically is it making a larger, inside-out version of the object to use as the outline?
what mod is the custom style replacementa like the ones i've seen in Linguini's videos? (ultrakill)
wrong chat
you're looking for #ultrakill-modding
nobody is answering ao im doing it here
ok so i think what ur doing rn is enlarging it by multiplying it's size rather than adding some fixed amount to it
be a patient little peanut and wait
Should I send the graph so you can take a look at it?

maybe idk what engine this is
Unity
oh ok im no help there then, been a hot minute since i last touched unity
i think the general theory should still apply tho, dont scale the hull by a factor just resize it by some amount of world-units
Well I'm gonna post the graph here just incase if someone here knows a solution to this problem.
maybe just try swapping that multiply node for an add node?\
No luck
It's because you're using object space position rather than vertex normal for scaling things.
fell asleep
press tab at the highlighted line to indent it
when you're checking something, you need to indent the block like
if this_check == true:
do_stuff()
else:
pass
I like the deeper colors, looks dreamy at places
it does look like you're using the objects size and multiply by some amount rather than a small but constant amount
Sorry I'm trying to wrap my head around these because I only followed a tutorial for the effect
I have no clue how the Graph editor works
Got bored and decided to make retro emboss style bump mapping.
No idea why it was stuttering when I changed the fake light position but uhhhhhhhhhh.
@desert shard I just wanted to mention how impressively recognizeable your artstyle is, brutha. I was browsing the fan game section on itch.io and soon as I saw the chainsaw man game's cover, I could instantly tell it was yours
lol.
Thank you
I should probably make another fangame at some point .....
Yeah, a short, fun one, for sure
Wish I had the time to make one
General modding should collab
new blood game jam...
I'd make an arg for sure
I'm aching so hard to make a genuinely creepy and unsettling arg horror game
like not jumpscare horror, just the feel of horror and being uninvited
and not the creepy pasta bullshit where xy thing bleeds hyperrealistically all of a sudden, you could entirely just miss the ARG part of the short mini game
and now that I know a good chunk of development and I'm in the loop, it's very much a possibility now
it just occurred to me
is it even legal to use the half life bsp version in a separate commercial game
Hell yes, brutha
Let us make a god hand spiritual successor
i kinda have the system in place
need animations and an art style
(i made it a 3D side scroller)
Eeeeh
3D side scroller ain't for me
One of the best parts about it's focus on positioning is that you have 3 dimensions of movement
I was thinking more along the lines of similar gameplay with an improved, but similar style of camera, more crowd control moves (still ones you have to earn) and directional counters like in Oni
ONI MENTIONED
Oni had really good ideas with the directional attacks
Too bad it feels more clunky than the locked, over-the-shoulder God Hand, surprisingly
Not to throw shade at Oni, but God Hand's many combos flowing into each other as well as them being (almost) always cancellable at any time just makes group fights so much more palatable and smooth
But I do love the directional attacks Oni had. Imagine if you could use the same idea, but combine it with God Hand's counter system
BRO WHY IS EVERYONE HERE HOT
@wraith beacon about that l4 👀

because the tank controls work here
sure it can be frustrating but somehow you have the best agility intended for this
if only the turn speed was a bit faster and you could strafe too
no boards are too thick to chop
yeah but then you'd just skip the level
and it's more badass to drive through them...
metal fortified planks,,
an iron gate
you'd crash the car
Assuming you have an axe you could just say it's too dull to chop that wood specifically
idk if that logic would work or not it's the only think to pop into my mind
Yeah, 'cause the soft lock-on and dodging are meant for it, and yet I wonder if we can still have that exhilarating gameplay without the tank controls
Sorta how re4 remake made it work
if you're weak
okay but that's a shooter
God hand is designed around enemies that fuck you over
I know
That's why I said sorta
Main reason behind God Hand's crowd difficulty is that all your easy to use, short wind up attacks only really work against one enemy
And to use more AOE ones you gotta earn them
I think that can still be done using a soft lock-on while doing away with tank controls
learning how framebuffers work so i can add something cool to dead end
okay but how do you use edge bevel weight
why not just bake a fake bevel effect into the texture using a shader
because i want high poly bake
oh is this not for the medal of honor thing
but without fucking up the topology on the high poly
it is
i usually bake in details from normal map
so the lighting looks good and gives a good illusion of more details
let me consult the shotgun model for this
the entire shotgun is like 300 tris at best
but due to the way i calculate the baked lighting, it looks like it has 10 times more
man this came out so good,,,,
wish the kar 98 came out so well too
might do a revision on this
getting somewhere
depth is just a bit messed up rn
there we go just had to change where opengl cleared the screen and depth buffer
and now if i just change a couple shader values...
post processing!
now to add that thing i mentioned earlier
looks sick
i see that town
horror movie filter :)
aka film grain, vignette, & contrast
got the idea from fallen aces's noir effect
good ol 33 coupe
actually curious, how come you have the health displayed plainly as text instead of having some cool gauge instead?
i wanted to do one where it's a bar filled with liquid, and animated too so you can see the bubbles sort of fizz in there
not necessarily lifebar but animated lifebars always look good
@pure jackal which gun should i start animating, the Kar98, the shotgun, MP40 or the FG42
Mp40
||I want to try the fg42 >:]||
though honestly all of them are really good picks to animate first
in terms of easiest to get started, it'd probably be the shotgun
not as many moving parts
well yea
still not sure if i should animate the shells being inserted one by one or have them reload all at once
with how much attention i've put into the guns already, i think i should just do a sequential reload where it gets inserted one by one
also i need to play with my rig
as in find it first
the person under this post is smelly
paired anims?
elaborate
rn
or else i'll follow you home and ask you in person
no no please don't, I got enough people in my walls 
I meant for example like a suplex
do you just have both the enemy and the player play animations seperately, at the same time while you teleport them to starting positions?
or is there merhaps a better way?
My friend is gonna help me program a kick function. Hopefully I can get some coding experience out of it.
well for starters, you'd need the grab animation and reaction animation on the respective sides
and either use root motion or use attach points
worst case scenario is using IK within godot if you need to
with root motion, you could basically animate the entire thing in blender by having two rigs
Well rn all I have is the model and animation I made for it in blender
oh i was replying to @stiff thorn
hmmm
see I don't get that part with two rigs
implies to me that I'd need a seperate export that has both rigs in it
and then call it when I need paired animations?
Oh mb
which seems like an ass workflow at first glance
also wdym when you mention attach points?
not really
in godot, you can retarget animations
do you know what retargetting means?
animations on different models that use the same skeleton?
good
I think
in godot, you can create animation libraries
yeah
in short, you export a rig from blender, and import into godot as a library
you can create a separate library from the other rig
and retarget it's anims?
aight I know that one, I just wondered if there are some better ways I wasn't aware of
the rigs in street fighter for example don't merge for the duration of grabs
'cause I remember trying to mod skyrim and one of the anim files had two rigs in it
yeah that is curious
yeah and I heard it's why most people couldn't mod paired anims
'cause they had the skeleton for single anims
but paired ones used two rigs in one file?
still no idea how that works
anyway, thanks, I guess I'll just go with the seperate method
seems a decent enough option and I know how to do it
did you try asking in the godot servers
I'd rather not at this point
there's like 4 questions of mine I sent a few weeks ago
they've been laying there untouched ever since
A couple reworked areas from my game, Dead End, with a new (optional) retro filter!
#gamedev #screenshotsaturday #customengine #opengl https://t.co/FoF8Xo93ln
normal maps my beloved
i think its cool now
took like 3 hours to relight the baked lighting
this time each separate part uses at LEAST three light sources, the body, barrel and stock uses 6 each
maximize dramatic lighting
think it was absolutely necessary tho
specially since this is gonna be the world model as well
can't have the gun be black on one side and shaded from the other
bigger or smaller noise?
definitely looks better, but will have to tweak the lights close to the camera
oh fuck
forgot to apply the bipod's texture
was wondering why it felt so uncanny
the contrast looks so good it's just so dark
maybe instead of contrast i should do saturation
noice, looks much better
small noise gang
Do people have any strong feelings on mixing resolutions in a game?
Been trying it to make text in the world more legible without making it overly large
I think it's fine
I think that's a pretty good solution to the problem
doesn't really compromise much, if anything
Thanks!
I thought it was necessary for having interactive computers and such but wondered if I was committing some sorta crime in the process
it still dithers and such at the improved resolution, the sampling change can make edges a little jaggedy sometimes, but its a small flaw
time to start redoing the other assets too to bring them up to quality
layout / clusterfuck for Sirocco Thugs demo
nice blockout!
How were you planning to do the more final level geometry?
I've wound up using cubegrid a ton because it lets me tweak things in the editor
Static meshes out the ass
I dont really know any other way and I won't need terrains for this either
Cheers, I guess I mainly meant how said meshes are made, I havent worked with terrains at all
I can blender decently but cubegrid has let me alter things in the actual level which has been handy, it can make some bogus meshes and mess up looping textures if used wrong though
oh hm
it looks interesting, so far most of my 3d modeling work has been traditional
so yeah I guess the answer would be "lots of blender"
Thought of this silly idea and just wanted to share it with you all. I'm gonna be adding this later in development when I can.
tiny car mate
just make a servo and extend the kick from the knee?
dropkick,,
That's actually a good idea and way better design wise
Thinking of like a leg attachment that just has a piston on side acting as a powerful kick
Way better than just a reality defying piston at the bottom of the shoe
the New Vegas ballistic fist, duct taped to your shoe
I also thought of when you aim it at the floor you can boost yourself
Not final design but it will do for now
should i add a half-life styled flashlight to dead end
i know everyone says the half life 1 flashlight sucks buuuuttt
Well if it covers enough area then maybe
Because the vanilla HL1 flashlight was doggy doodoo because of it's size
you already got dynamic lighting up and running in your enigne?
lol this is a cute idea
nah it's just an addition to the map fragment shader that make the area around a point brighter
i'm not sure if i'm gonna add dynamic lighting
should i?
as the resident lighting freak at New Blood I will always say yes to something like that
but realistically, only if it's a fun prospect or practical to your project imo
i might add it later for small effects like glow around projectiles or muzzle flashes
Depends on how comprehensive of a dynamic lighting system you need for the project.
it does suck but not for the reasons you'd think. for a flashlight it's laughable because of how small it's radius was
if you could make the flashlights point grow or shrink depending on how far it is from you, I think it could work
it didn't make sense in half life that the flashlight always had this small pinpoint radius regardless of how far the light shone
pain in the ass but definitely worth it in the end
im in the process of doing that atm
implement Forward+ rendering 
Snipin' time
what's forward+
L42a1, need to add a little more detail on the bolt area but its getting there
Forward+ is an improvement of the forward rendering path, generally with better performance and support for many more lights. Instead of re-rendering a lit object multiple times for every light that affects it (as Unity does with pixel lights), or calculating contribution from all lights affecting an object, the screen is subdivided into a grid of small tiles, each one storing a list of lights.
For each tile, a frustum is constructed, and every light visible to the camera is intersection tested against that frustum. Lights that intersect are added to the tile's light list. Finally, in the fragment shader for lit objects, you determine which tile the fragment is in, and calculate light contribution from just those lights
I implemented that for Fallen Aces' dynamic point and spot lighting. We had a forward-esque approach before where there was a global list of visible lights that would be used to shade every fragment, but this got extremely expensive with even a small number of lights
Here's a debug view example from FA
the # on each tile = # of rendered lights for that portion of the screen
better side view, lee action bolts seem to have a alot of detail needed lol
(also in game, plan is to have the player character shoot with third finger so fire it faster, like the real action since its short and quick)
pretty interesting, also pretty interesting how Godot's rendering engine is supposedly faster than Unity's
you could lighten up the wood texture so it contrasts better against the dark metal
but kino shit so far
I don't know if that's necessarily true, but considering there are like 20 permutations of Unity's rendering pipeline, who knows
(WIP) Making a simple, flexible Doom mod, that adds the slot machine mechanic (also known as Dark Side Mode) from No More Heroes. #Doom #Modding #NoMoreHeroes
like this?
yeah, theres a slight issue with teh stock being seperate
so theres a small part sticking out
didnt have the issue so much on say the the bren gun, since its easier to build that from seperate shapes
so i might redo the stock as one at some point
3ds max
oh shit, my bad good luck with it
lmao
(idk 3ds max)
ive been meaning to transition to blender for a while, given im pretty sure it shouldnt be too different based on what ive seen
also given im not working with high poly / detail stuff anyways
oh man wait til you find out how many polygons my stuff have
how many tris is this model
you dont wanna know 💀
well thats the complex collision in ue4 lol
id say thats accurate to how the mesh looks, forgot/couldnt be arsed to trim this part down lmao
if it ships it ships 
if there's no edge then there's no flow
don't mind the high poly parts, it was for a school assignment and we only needed to optimize the chassis
I also forgot to clean up some of the window parts
had a week to make it so some of it is a little rushed

having looked at it in editor it looks sligghtly less offensive lmao
Sorry to interrupt but I got my kick viewmodel working. Now I have to get it to work and yknow... Kick things...
I mean the paint is just matte black but the HDRI I used is VERY pink
man that's an overhead kick if i ever saw one
full on heel hammer
me thinks you could dissolve some edges on the cylinder and get away with it if you use smooth shading
it's still low so doesnt rly matter
wonder why you need all that extra topology on flat surfaces
i dont im honestly just lazy icl
it looks cool I like it
the cylinders could have the half the edges, specifically the barrel etc , the rest i dont think is that bad
thanks 😄
nice
you're only baby, you'll learn
the topology is pretty good tbh, it's not all quads but its still pretty solid except for the cylinders
also quads not needed if the shading isn't fucked on hard surface objects
my only advice for low poly is to not do high poly 💀
low poly is relative
aye, im not a game artist by trade, at uni i went down the design route, then switched to indie, and ive been doing that for years
tbh, ive not noticed mich performance hindrance
in blender, you can set how many edges should the cylinder have so i usually either go with 6, 8 or 12
mind you, this is very low poly still
i like 16 tho lol
idk why ha
i feel like that's too defined for low poly
i usually do 8 or 12 and bake a 32 or 64 on it
in relation to what
aye, im trying more mid 2000s, where theres like this wierd mix of low/high poly sorta stuff
why would you do bakes if you do a low poly artstyle 
given the 2000s covers ps2 - ps3 console era
i remember in college i just abused the turbosmooth function
ive learned that looong ago to not do that 💀
baked lighting
I mean
I guess if thats the style youre going for I guess it depends on what you make
but if you make retro graphics using smooth shading should suffice
it can be good
i'm not gonna bother with support loops plus i already have the normal map
Personally I'd probably just make it part of the texture at that point but sure depends on what era or style you want. Im usually in PS1 ish territory for low poly
so for me it wouldnt make sense
shitty ass shading with 0 normal information and old texture on top, bottom is new texture, normal map
is it wierd
AND baked lighting
that i dont hate the top one
I like it
i don't either, that's not the point
it just looked out of date and stuck out next to my other guns sasdly
sasdly
gotcha, conistency makes sense then
it uses a photo of the same shotgun, i unwrapped with that in mind so
model is the same tho
derek jupiter guitar
I had no idea what I was doing when I made this, it's pretty cursed behind the scenes but most of it is quads
thats very clean, nice
but it's all made in mid poly so I didnt have super amazing shading done automatically for me
honestly if i had fucked up topo, i'd just use weighted normals to try and salvage it
but yea this is clean as fuck
I also wasnt super good at uv mapping back then so it's multiple 4k UDIMs for texture
honestly guys, weighted normals is such a "fix it for me" button, legit MVP
if I did it now I'd be able to do this at the same quality with way less texture space
probably keep textures at 2k also
whats udim
genuine question, you worked much in industry or just practiced alot @torpid oak ?
not always but you can always just apply it to select groups
multiple UV spaces with different textures
oh
well yeah, obviously, nothing is ever THAT easy
but holy shit does it help out a lot of the time
peakzin nagant
no industry experience yet but I study to become a 3D artist and my teachers are industry professionals
still pretty low poly considering how high poly it looks
i hate it but i learned to embrace that failure
looks awesome
ahhh, was guessing you went the uni route also, just on the 3d art compared to me since i went the design route, makes sense 👍
I havent done any guns yet... Honestly I haven't done much of anything yet most of it has been portfolio pieces and also assignments
I really wanna make a military sentry mech thing with spider legs using sub-d workflow
that be neat 
nice work
lol looks cool
and a small deal thompson
how long you been doing moding/dev for btw?
for some reason i never bothered to re render the better materials AND the different attachments
i only really started taking it more seriously in the past recent years
otherwise i've been at this for like what, since 2013
less is more
nice texture work great job
ahhh, if i count college years id say since like 2017/16, but seriously/indie since like 2020 for me 👍
so i guess 4 years in terms of releasing shiz etc
havent done much yet honestly but I've been learning blender since 2021 or something
but I kinda went all in 2022 and forward
aye, inexperience is only temporary as they say
an artist is only as good as his tools are, and his tools are only as good as the artist can utilize them
or however that goes
i completely butchered it
yeah, defo been unlocking my potential exponentially as I have gotten more acustomed to blender and learning many tricks
i guess theres some truth for the most part youll only use like 20 percent of the software tool wise, but knowing how to use the other 80 or so can elevate/unlock so much refinement
learning good practises for workflow efficiency and industry practises and also taking the time to customize binds helps so much
Starting to model more props and feel like it's making my awfully blocky geometry stick out like a sore thumb
Might have to switch to blendering more of the structural stuff to see if it gets any better
did a basic ass hotkey to subdivide with mouse5 and dissolve with mouse4 on the extra keys on my mouse and holy shit its so useful
you can probably go a long way just using smooth shading on some areas
i only worked in industry briefly but im being honest, you often learn alot when you start releasing shiz (at least going the indie dev route since you gotta often make it from ground up) for an artist im guessing the paths a little different, specially if you going more industry/freelance route
often wish i did a bit of modding back before i started now tbh
then again my scripting is....not great lol (far from it in fact 😅 )
the only thing that caught my eyes are the flat shaded arch roof
GIMMEGIMMEGIMME
shade auto smooth so good,,,,,,,,,
what would you like to do with it
Thanks, I'll look into it for the existing stuff
I've been abusing blockout tools and looping textures for it rather than modelling and texturing externally, since my friend who does the texturework has been ill
It's probably doing a lot more heavy lifting than it should be already, surprisingly robust once I found how to avoid it breaking looping textures and quadrupling vertices needlessly
I'm normally okay with individual surfaces sticking out, I think it's the difference in detail thats getting me most, and I cant really get any finer with blockout tools
The whole level was made at the same time as most of the mechanics and visuals took shape, when it's done and I start on the next one hopefully I can plan everything out in advance
its very crude tho you don't want it
topo all fucked up and shit
this was the model that made me take it more serious
that looks rad!

lmao
stupdi
Unrelated, but this is slowly coming together nicely now https://fxtwitter.com/GameDevKS/status/1851251958243356889
When you have an automatic surprise for unaware enemies...
#IndieGameDev #Gaming #Retrowave84
i have default barrel, short barrel, short ridged barrel, pistol handguard, the optic and the drum
still need to swap out some sounds
with the addition of the top or side bolt
Yeah, its sticking out more here than most places
I've mostly been able to cover up that kinda stuff with lighting and high ceilings, but now I'm making more conventional rooms its hitting me hard
It's been a lot of confused screaming, as a programmer trying to do proper 3D level work for the first time
it was such fun making all the technical stuff like 3d cursor interaction and messing with the AI and doors
And then I realise I have to properly model those valves, doors and the whole building theyre inside of
looking gud tho 👍
thanks!
and likewise!
Hope the sound stuff goes alright
I'm chock full of placeholders right now too
looks pretty good for a programmer
I'm the other way around, I'm a 3d artist first and foremost and do my own coding
nice, and thanks!
coincidentally my 3d work is lacking while the coding is going strong and I hate it
your stuff in here looks pretty great, for what it's worth
I struggle with level design myself
I have VAGUE style guides and that's it
i dont tho, im just split betwen having to do everything and running out of ideas by the time i get there
it'll be fine tho, I'm focusing gameplay first and then levels
have you tried dnd map generators
like I know my level is the interior of a spaceship, I can imagine how a room looks like (lighting included), but I have no idea for the rest of it
some can be quite handy
like no other ideas outside that one room and concept come out
no...? never heard of such a thing, actually
it's why I wanted to do a beat 'em up at first, 'cause I knew level design was gonna be a struggle
yet here I am, making an fps XD
getting our only current level made has been a bloodbath, partially because the mechanics and everything else were still being worked out as it was made
I've seen it through almost to the end now, but I can't wait to design a level knowing the needs and tools available from the start instead of trying to shoehorn features into existing map
I miss when I was just coding
there are lots of map generators, you get a 2D topdown layout
you can generate villages, cities, houses
hmm
obviously it won't fit, but perhaps it would work as a starting point...
yknow what? good idea, I'll try it out, thanks
Used a parent to bones approach for the model and it works wonders.
It's tedious to set up but I don't have to deal with deformation and weight painting
Yeah, can't be any more cursed than weight painting
dear god :((
please no
where's the AI tool to do perfect weight-painting?
if only we had one :/
The model itself is made out of seperate parts. I tried rigging it with weight paint and it just caused a lot of issues.
i don't really think AI could do any better than we do tbh, weight painting needs a lot of context
True, but we could get there if AI efforts were focused on shit like this
Not on trying to straight up make full 3D models
There exists a tool called auto rig pro that can smart create rigs and has auto weight painting
How good it is im not too sure im just in a blockout phase right now but it works well and the rig control is v nice
But the auto weight painting is probably at least a good starting point anyhow
Just be wary of using bone stretching if you plan on bringing them over to like unreal engine or something
that tool is awesome actually
I tried blender's automatic weight-painting and it performed horribly on fps arms
so I gave it to auto-rig pro's voxellized skinning engine and it straight up made 90% perfect weights
same thing happened when I tried it with a full body
might be recency bias, but so far it's one of the best starting points you could ask for
Hoyl shit wrong chat mb, meant to send that art in the art chat
https://fxtwitter.com/GameDevKS/status/1851722020628672816 arctic warfare rifle added
polycounts better on this one lol
since the cylinders and tubes only have needed amount of segments/loops
why is there no gloomwood modding
fair enough
does making a map in hammer++ count as mod making? 
not mod making but making smth
a map
yes
bitches post doom maps here all the time so post ur source shit sis
love me some brushwork
Brushwork always got my back
'ate sectors
'ate static meshes
'ate tiles
luv me convex solids
simple as
Made this lil hud icon that I will possibly use for health. I edited in the outline in paint.net.
was messing around with post processing and thought this would be a cool color palette for a future level
Here's a pizza box I made. I plan for the pizza inside to change based on the order you're currently delivering. If any of you want to add any custom pizzas then just dm me the toppings you want on it and I'll make sure to keep it all on a list.
Hell yeah
I need for someone to teach me unity cause I cannot understand the internet
Checking the pizza box. This mechanic is primarily just used to check the temperature of the pizza which is gonna be extremely important for a good grade.
Those red squiggles are one of the few icons used to portray the temp. Those squiggles are the default temperature which is hot.
why are they going horizontally
Just a design choice I made.
Here are all the other icons
I'm also gonna be working on a test map on what I want the maps to look like so I'll make sure to post updates on that
NEW DOOM(zandronum, GZDoom) MOD TC TRAILER
⦑ ☣BIOHAZARD TRAILER☣ ⦒
Nillium - The grave of mankind, my dear friend... welcome to the hell...
what
can you talk normal
Why is your everything like that
Why does it look like that
downloading unity what should i need to know?
Eeergghhh... What? This looks like doom (zandronum or GZDoom) mod.
The text
Oh... Just because of because... I'm want some StYlEd TeXt
shur up
if you want people to not read your shit then you're on a good path
Can't you motherfucker communicate normally instead of aggressively attacking people?
no
if this is aggressive to you then I have real fucking bad news for you
calm down pls and ty. no need to fight u silly geese
rotate the "hot" by 90 degrees so it looks like hot steam
not waves of fire
heat goes up!
artist illustration of microwaves
bazinga
wefds
Hey, does anyone have any recommendations or good reference material for low-fidelity level geometry?
Trying to touch up some of my test level and pin down the visuals
I think I'm mostly getting rather caught up on how blocky rooms can feel, but is sticking some trim all along where walls meet the ceiling a proper solution?
Honestly anything on the NDS would be decent reference if you're looking for squeezing as much as you can out of low poly limits
thanks! I'll take a look
you now owe unity 20 decillion dollars every time someone downloads your game
make light attenuation a bit smaller so the lights are less concentrated around the light and more evenly spread around, it might be too blocky because the corners are too dark and the middle is too bright
another thing you could try and add are decals to surfaces
you could apply smooth shading as well where applicable like the arches undersides
plus if you want a bit more detail you could always add in more via geometry. try indenting things into the wall like the doorways or arches or whatever they are, or push the walls out a little
sometimes the reason something feels blocky is likely because it's literally blocky
you could extrude this part out a little so it feels less uniform as a shape
or you could add something on the walls like cables running or pipes
Thanks!
I'll try fiddling with lighting, low visibility has helped in some places to cover up simple geometry
I've got a few decals like that wall grime I've started using, friend who does the texture work is ill so I've been making do for now
As far as smooth shading goes, I've been making the geometry in the engine with a blockout tool, which was very handy for actually making stuff with looping textures at a consistent scale whilst having everything else right next to it for reference, but has had limitations like a lack of smooth shading, in future I definitely want to make more reusable parts in blender instead that we can texture
I'll try to break up the surfaces more, spots like that space above are a problem of those alcoves and such being attached to a rather tall room
I wanted to barrel vault it or something similar, but the lack of smooth shading made the large curve stick out badly
I'll try to break up the wall surfaces more and add some more decor, I've made some modular pipes but should probably make some extra stuff like vents
The moral of the story is probably to not make a level entirely out of a blockout tool, but it became very handy since my blendering was so rusty when I started working on this
in these PSX examples, you can see that there's always variety in the geometry, it's never just flat geometry with textures and in some cases the baked in vertex lights carried the entire thing
or in the case of MGS they literally baked the lights INTO the textures
every single room, there's so many unique textures bruh
but yeah if the wall doesn't slope or tilt in a direction, there's a good chance something is placed along the wall to give depth
or posters as well
oh yeah, my friend who was doing texturework being ill has led to a lot of the looping texture reuse
As far as lights go I wanted to try some different things but having the lighting setup to alternate between normal and emergency made things a lot fiddlier
the lights look really good though
thanks!
thanks again for all the advice
I'll try to make a lot more decor to break up surfaces, and give them some placeholder textures
also, if you want good PSX inspired style guides, look up games that pushed consoles like the PSX itself to it's limits
watch some long plays of it, skip around and take nodes or screenshot portions out for reference and do a sort of research about how a scene is structured and try to understand why they did it like that
this is a process that I really enjoy doing and I always take my time with it
not in just this example but be it level design, gameplay element anything
half the shit in my game feel so good to use is because medal of honor has these super satisfying guns and to mimic the behavior and satisfying feel, I played through the game with a different glasses and started piecing together the puzzle about what made it so good
thanks, will do
Its really impressive what teams could do to push the hardware to its limits
I'm definitely not replicating things perfectly, already messing around with things like the colour quantisation, dithering and some vertex snapping changing when the player is injured and such, but definitely want to try and do much more
i suggest quantizing the textures and applying a smaller resolution than applying quantization on everything textures involved and then the screen effect as well
but I don't remember how quantization worked on PSX
I don't think it had a full screen quantization effect with dithering going on
it's definitely something that could be looked into but then again it's also dependent on your art style
I'd been messing around with the quantisation changing based on values, and also some slightly heretical stuff with not downsampling for specific things to "focus" on objects or to make text small but still legible
If it weren't for that I would try something simpler
Messing with vertex shader based destructibles some more.
Now storing hit locations in render textures,
looks really nice!
you should look up the receiver glass thing on YouTube
I already have, I watched that video the day it came out.
animation test of a character from my game
ey that's pretty damn good
separated the viewbob from the player to the weapon, now you can customize the weapon bobbing
watch it 21 more times
(its fascinating)
should I move to unity
I use unreal and im more familiar with c++ but what are the potential advantages of moving over
I'd say try it out for a bit and see how you like it
Make a little test project
Is this good enough for a small open map? It's 500x500 atm.
I want to make sure that it's big enough for a quick semi-open map.
Wait this is done in a custom engine?
yeah
the engine or the game
The engine and also the game because I'd like the check that out too
the game is called Dead End and the engine doesn't have a name so i just refer to it as the "Dead End Engine"
I see. Do you plan to make it open at some point?
maybe i'm not sure yet
but i'll try my best to make it easily moddable
Level grading concept.
When you beat a level I plan for the grading to be based off of a 5 star review system. The review you get is split into 2 factors with 2.5 stars being for time and the other 2.5 stars being for pizza quality (Temperature of pizza). The overall rating is just all the ratings from the other levels you beat.
Bruv how's the game ur making is it coming out nicely
Me or Plazmin?
That's a question that can only be answered by doing playtests.
Make shit and see what sticks
there's no way to know until you try it
Where do I put tutorials?
dead center, 2x scale, all confidence
teleport the player to a tutorial room whenever a tutorial is triggered
(I'd recommend putting it on the bottom or top center)
terrible moment to have used up all space at the bottom 
how about instead of a black box it could be a piece of paper
hey reading what I said in other places is not fair
wait what
where else did you discuss this
i was thinking like the driver 1's tutorial
but on the left side
so I was more specifically thinking ||sticky notes that change screen placement based on the relevant element||
what about scratch card
that would be funny since these thugs would 100% use scratch lottery
you are insinuating they'd be intelligent enough to
( there is a more appropriate local gambling meme for this )
wym just take paper, scratch with quarter
a somewhat good hand model i made
Castles, anybody?
Mind the Gap.
Though, it's more like an abyss...
looks really nice!
experimenting with mixing hand painted dithering into looping surface textures to try and squeeze a little extra life out of using blockout tools to make geometry in place of blending and texturing surfaces properly
ie; using a separate looping texture for tops and bottoms of walls, but still being able to generate them in the editor
mip issue slightly messed up the last image, another comparison to try and prove they are making some difference and I'm not losing it
@hazy sorrel here?
what is it
it says your ad here
dont bother me with this blood 2 map
I wonder if it'll crash into a baby this time as well
nothing much
ive got a sort of commission thing going on

oh damn, getting commissions already?
sadly ive gotten none so far, dont really know how to advertise my services
right now ive got a twitter account up posting some of my works
but it only gets a few views and thats it
ive also tried discord servers but nothing from that either
Getting someone to voice the protagonist (Spoiler: It isn't Gianni)
i feel like a mixture of these two designs would work well
like several bricks only showing
😭
decimate modifier?
have the symmetry set to y
that'll make the faces the same on both sides
yeah, i usually make a high quality model then retopo it with better geometry and what not
but it looks good so far!
ty
looks nice!
made some more modular decor to break up flat surfaces
more texture variety too for gradients, effectively working from a trimsheet now
wrong channel sorry
LMAOAOAAO
i am cooking
Deathmatch map I made for Half life night in NBDS.
I'm amateur at mapping so feedback on what I can improve would be nice
yoooooo
this brings back memories
I should just fucking pick up mapping again instead of always talking of the "old days" or whatever other excuse I have
I mostly did small maps for cs and some single player levels
If you are then I recommend the dimbeak tutorials. Learned a lot from him and he makes them really entertaining.
Jackhammer
👍
Well to be specific the free version of it
wait jack costs money?
Yeah on steam
interesting
The steam version just has more qol and stuff tho from what I heard
then again 15 eurodollars aint shit
https://youtu.be/sjX96WdY9iE?si=T-LfkoEFsam_GXeZ This video pretty much showcases all the tools you need
In this video, we show how to download and set up the tools necessary for mapping for Half-Life 1 in Jackhammer.
Jackhammer:
https://www.moddb.com/games/half-life/downloads/jackhammer-111064-windows
SoloKiller's HLMV 2.0: (better than Jed's Model Viewer)
https://github.com/Solokiller/HL_Tools/wiki/Half-Life-Model-Viewer
Jed's Model Viewer:
ht...
lmfao it even has achievements
WHAT
Honestly that's really funny and cool
also I wonder if the carve tool finally works right almost 20 years later 
or whatever it was that u used a brush to carve out another brush
Clip tool?
wasnt clip just the one u used to cut a brush in two?
yeah
point is Jack is literally just vhe
and back in the day vhe had a tool that let you use a brush to carve out another brush and it was always fucky and you never wanted to use it
so in the end you just used the clip tool because it didnt cause errors when compiling
I've never seen the carve tool when I used jack
lol maybe it just flat out doesnt exist anymore then
yeah maybe lol
I cant even member if it was called carve
to be more precise: for example you placed a cylinder brush inside a regular block brush and carved it so it made a cylinder shaped hole in the block
it always caused problems so it was better to just cut it by hand
Looking into it more and the carve tool might've been a source thing.
I couldn't find much on it so it could just be a tool that was so hated that jack removed it
no idea
I never used the base vhe so I don't know much on it
I tried jack a few years back and it's just vhe lol
with shit added in between
vhe used to be called worldcraft before valve acquired it
I am using Jack with some 3rd party tools so it could be a lot more different from what you experienced
does the interface change much tho?
the icons are a bit different but the basic layout is still the same windows default
I could probably barely remember how to make a hinged door but I could probably build you a shitty house out of brushes lmao
and make it airtight so its not fullbright
That reminds me of my first deathmatch map I made and publish on gamebanana
It was just a small thing that I could mess around with but I learned a lot through it
I remember learning how to make doors, ladders and health chargers
Never heard of it
Gamespy Planet site for all the Half-Life games, Half-Life, Half-Life 2, HL2, HL, Counter-Strike, Day of Deafeat, Team Fortress, Opposing Force, Blue Shift, games, News, Trailers, Screenshots, Previews, Reviews, Guides and more
still exists wtf
Well not in the best shape though
yeah it doesnt look right
copyright at the bottom says 96-11
gamespy's been dead for ages tho
back in the day every game that was something had a planet site
I wish brush mapping was still a way of making maps in modern game engines
agreed
It's really beginner friendly imo
❤️