#general-modding

1 messages · Page 37 of 1

hazy sky
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anybody familiar with godot multiplayer by any chance,,,,,

sleek karma
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hi can anyone please help oin downloading ultrakill multiplayer mod

merry lotus
earnest lily
merry lotus
merry lotus
dusky pivot
uncut agate
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i bought rpg maker since it was 11 bucks and decided to try making a game
feels too basic rn but heres this dude

hazy sky
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Fuck

uncut agate
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it will be my hylics
my OFF
my yume nikki
it will be goated

frail peak
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your yiik

uncut agate
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that thing
your rpg maker game
give it to me

pure jackal
past flint
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(i have to make remix of Forgot About Freeman From Black Mesa For This Trailer lol 🥲 )

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i didn't have any music lol

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but wat do you think about music i remixed and trailer :3

serene sky
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can someone call jesus

past flint
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wat

past flint
potent solar
slate python
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A pistol for my bath game.

waxen plover
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mmm tasty

waxen plover
hazy sky
stiff thorn
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why do I only find out about this now

hazy sky
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i knew SOME of these

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so it was news to me as well

stiff thorn
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💀

uncut agate
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gotta admit, the mix between dithered clay and drawn graphics made hylics GREAT

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and Masons designs added to the weirdness

past flint
uncut agate
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this man is giving me an idea

pale raft
uncut agate
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dont know which i should go with
black feels too harsh for everything, and his jacket is supposed to be black

unique crag
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Yahhh Im trying to potentially recreate my own take at battlezone while using similar graphics but for now I'm just making models and so on

dusky pivot
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I wanted to block the way without inv barriers bcs inv barriers are horrible

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A small wall was not enough, I had to make a deadly looking thing

torn spear
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bro could you imagine if ultrakill had recoil

wicked radish
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I think its literally just the mouth

uncut agate
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i made a mix of the two

merry lotus
hazy sky
rotund garden
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unitycels........

waxen plover
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me when i finish my game and try to release it but it's already published by another person that hacked into my account

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yeah i'll just finish the projects i have already started and switch to godot

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unity can kiss my ass

uncut agate
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thank god i quit unity and went to godot
even though im doing rpg maker rn

dusky pivot
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That is awful man I am really sorry to hear that, how can that even happen

waxen plover
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no no it didn't happen

dusky pivot
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OH

waxen plover
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i was making a joke about how that could probably be possible

dusky pivot
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I sI did not pay attention to literally the previous message

waxen plover
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all good

dusky pivot
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Is this retroactive?

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My ass aint upgrading unity hub

thick kite
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can somebody give me the rundown on how to prepare gloomwood for modding? i can't find much on extracting its files and all

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i wanted to see what could be done about giving ammo types to the revolver (snakeshot, just for the funny)

thick kite
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nvm i got that nailed down

mental marsh
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@clear lodge

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@clear lodge

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Damn he won’t answer

thick kite
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first i wanted to try making the revolver round box stack to 12 instead of 10, just for funsies

hazy sky
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People kept saying "but they rerolled the pay per install fee, they're not like that OK?????????' and I said they'll keep staying shitty and nobody believed me

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if it happened once, it can happen over and over

sharp vortex
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And not nearly as bad as the fee stuff

spare scarab
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i also just created a new unity project and i didnt even have a cloud option, it was disconnected by default

muted stirrup
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been making some lighting tweaks here 👀

dusky pivot
hazy sky
waxen plover
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the fella

limber bramble
dusky pivot
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I learnt coding and made a pause menu

hazy sky
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looks very comfy man

dusky pivot
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Thanks man

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Im trying to make a shader for the bg texture but I have no idea about how to make the scroll timer use unscaled delta time

rugged forum
dusky pivot
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what

topaz sluice
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hi chat

topaz sluice
dusky pivot
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Just some images that are in the pause menu

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They are using a shader graph material

hazy sky
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is that like visual shader?

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where you connect nodes?

dusky pivot
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Yes

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I made a variable in there, a float timer for the time node

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And in a script Im making this value equal to time.unscaledDeltatime

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its somewhat working but for some reason its like, stuck in 0.004 and 0.003

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Super strange

hazy sky
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i hope you understand that deltatime is the time between each frame

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it's not TIME, it will return the time between each frame

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or at least i think that's why it can be stuck between those numbers

dusky pivot
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Oh

hazy sky
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can you check by capping the frames at 30 for example?

dusky pivot
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Well, it shouldnt matter

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unscaledDeltaTime should be fine, no?

hazy sky
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not sure how it works in unity's pipeline

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you want to scroll a texture across the screen right?

dusky pivot
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Yeah, while "deltaTime" is frozen

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Because I freeze it during pause

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well I switched over unscaledTime and it works now

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I just really though unscaledDeltaTime would work too lol

hazy sky
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i mean, it works at least now

dusky pivot
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However this time value is just gonna increase forever so

hazy sky
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but why not use a simple time node?

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or do you want to keep track of the time or what?

dusky pivot
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wdym "simple time" is a thing appart from "time"

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?

hazy sky
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time node

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you can add it to UV coordinates

dusky pivot
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I know what the time node is

hazy sky
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or however they are called

dusky pivot
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Ok, thats what I am doing

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But when I freeze the game, time node freezes too

hazy sky
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then i don't really understand why you're keeping time

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oh

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that's interesting

dusky pivot
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Yeah, what I do is change Timescale or whatever is called to 0 on pause

hazy sky
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huh

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why doesn't it embed

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anyways the dude also did the same as you i think

dusky pivot
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ye, I just had to use Time.unscaledTime instead

hazy sky
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nice

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from what i gather, the only reason i didn't run into this issue in godot is because time is unaffected by timescale in shaders

dusky pivot
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prob

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Now I gotta figure out how to make the time value not increase infinitely

dusky pivot
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It works, it just adds some goo to the pause stuff

queen herald
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Shotgun core

waxen plover
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he boioioings

dusky pivot
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evil guy

waxen plover
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so evil mhuah

sharp vortex
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@hazy sky fuck it godot time

hazy sky
sharp vortex
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Friend wants to make a small fun game together and was interested in it, so we watched some vids on it and I played around with it and discovered a lot of cool stuff

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The lighting and ease of using nodes vs unity components convinced me i'm also probably going to convert my kings field game to it as well

hazy sky
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hell yea

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hmu if you get stuck on specifics and we'll see if i can help with it, after 4 game prototypes and one sorta complete game I have some experience with godot

hazy sky
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and it's very capable as well, just not for AAA at all

sharp vortex
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Yeah after seeing a lot of the shortcuts and QOL I was like "oh fuck"

hazy sky
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but I can easily see AA games developed with this

hazy sky
night ridge
sharp vortex
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and no motivation to actually look further into godot

hazy sky
sharp vortex
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but now that I have motivation i have seen that it's cool and good enough for what I want to do

night ridge
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how can you use godot, what is the trick?

hazy sky
sharp vortex
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the trick is downloading it and opening it

hazy sky
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self explanatory

night ridge
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I couldnt add a script in godot, so hard was it for me

hazy sky
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what the fuck

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you right click a node and press attach script

hazy sky
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if you think adding a script is hard then you also have difficulties navigating windows

sharp vortex
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First one goes over the idea of how the editor works, the second one goes into the scripting

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and then he has a bunch of sub links in the description for more detailed stuff

night ridge
sharp vortex
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Godot actually isn't that much different from Unity, but you have to look at it slightly different

hazy sky
sharp vortex
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It looked different when I tried it without reading or watching any tutorials, but definitely give those a watch

night ridge
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I dunno. Maybe my code just sucks or something. Becouse nothing worked in godot

sharp vortex
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Well also make sure you're defining whether you're scripting in GDScript or C#

hazy sky
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also godot literally holds your hand with the script

sharp vortex
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Yeah

hazy sky
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yea

night ridge
hazy sky
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you just download the mono version

night ridge
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Maybe i use c#

hazy sky
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do so

night ridge
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Well i will see then maybe i switch to godot

sharp vortex
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Just watch those videos first tbh

night ridge
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ight

sharp vortex
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GDScript aint that hard to use now that I've seen it's syntax

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I'm prolly just gonna use that

night ridge
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i just like the csharp syntax more tbh

sharp vortex
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I use it for everything (work, etc.) so I get it, and maybe I'll switch back and forth

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that's also something cool I found, you can use both

night ridge
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thats very interesting

hazy sky
sharp vortex
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So on this project I'm doing with my friend I can use C# and he can do GDScript if he wants and it'll work

hazy sky
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you can write your big systems in c# for efficiency and use gdscript for smaller stuff

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or you can not even use gdscript at all if you don't wanna

night ridge
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i think i stick to c#

hazy sky
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gdscript is so easy though, I literally never learned any languages before so technically it's my first

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and I pulled off some really cool stuff with it

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but yea its entirely up to you what to use

night ridge
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its like python i heared

sharp vortex
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yeah pretty damn close

hazy sky
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very pythonic yes

sharp vortex
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its like python-lua

night ridge
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thats what make my head pain, i dont like the python syntax

hazy sky
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so pythonic in fact that I could write a whole ass discord moderator bot using python while never learning python whatsoever

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I only had to look up some other syntax that differs in Godot

sharp vortex
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you can even add types if you're inclined

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you just dont HAVE to

night ridge
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i better switch to c#, i guess

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but thank you guys for youre help

sharp vortex
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This will tell you how to enable it and whatnot

hazy sky
sharp vortex
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and anything else you might need

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yeah data types

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Int, String, Float, Bool

hazy sky
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is it like static typing or whatever it's called

sharp vortex
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Yes thats what I said lol

night ridge
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no imma head out docLeave

sharp vortex
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so you can do like

var health : int = 0
(or however it's done) to force the health var to only accept integers

hazy sky
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oh yeah

sharp vortex
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assigning a float value like 0.6 to it would force it then to 60

hazy sky
#

we love that here

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if you utilize that correctly, it can make a big difference

sharp vortex
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Cool and good way to convert to percentages very quickly

hazy sky
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there is a good video about it on YouTube where a guy checks how much faster his game logic is after static typing and it's like a 34% increase in speed

hazy sky
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you can have the function accept arguments, and you can use match to match up the action

sharp vortex
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switch statement yeah

hazy sky
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what

sharp vortex
#

In computer programming languages, a switch statement is a type of selection control mechanism used to allow the value of a variable or expression to change the control flow of program execution via search and map.
Switch statements function somewhat similarly to the if statement used in programming languages like C/C++, C#, Visual Basic .NET, J...

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It's just this

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I don't use them a whole lot in my daily life, usually prefer to do if-elseif-else

hazy sky
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depends

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I think the match statement looks cleaner, more readable if you have to match like strings

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you can do a lot of good stuff with it

tranquil oracle
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float -> int just truncates the fractional part

hazy sky
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it would be percentage : float = 0.6 and then do percentage * 100

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and clamp the float between 1 and 0 if 100% is the max

sharp vortex
tranquil oracle
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That's genuinely fucked

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If that's true I take that language even less seriously lmao

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The documentation states:

Likewise, floats can be automatically converted into ints. This will truncate the float, discarding anything after the floating-point.

sharp vortex
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I'll have to go check what he did again

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Maybe I'm just smoking crack we'll see

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Oh yep, my ass just wasn't paying attention I guess

tranquil oracle
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That's a relief because treating float->int as a percentage conversion automatically would be crazy lol

hazy sky
sharp vortex
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My friend must have thought I was some kind of dumbass when I said "oh that's a weird kind of cool way to do that"

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because it was just normal float to int conversion lol

sharp vortex
toxic hemlock
stiff thorn
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what is this disrespect for switch statements

toxic hemlock
stiff thorn
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pffff

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good one

waxen plover
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little game i did for a game jam, very weird movement but i made it in 2 days so

desert shard
pure jackal
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fractal

waxen plover
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the typewriter keyboard goes hard

desert shard
polar jasper
waxen plover
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robot with accurate joins

muted stirrup
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need to make some tweaks to the ejection positioning/anims but its going well

earnest lily
#

Volume warning

hazy sky
# muted stirrup boom

i had my headset on my desk and my flatmate thought i fell over because of the loud noises 💀

polar jasper
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something feels a little off

hazy sky
waxen plover
night ridge
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Is this channel used for modding or showcasing games that people have made? Because to me, it feels like it.

flint coral
night ridge
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and still no answer TheVoices

night ridge
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Finally a answer. Thank you

hazy sky
night ridge
hazy sky
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pretty much so

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there are active times though

hazy sky
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we are so back though

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got a sudden burst of energy for development finally

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making plans for a first start short level that shows you the basics to the game

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story-wise it would follow the founder of the legion trying to gather evidence of the germans faking the polish aggression and it could have two or three possible outcomes (all which have no real bearing because this is a prequel mission that leads up to the main events of WW2)

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and it could either be a one mission thing, or an entire chapter actually

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but it would be more of a world builder/immersive thing than shooty shooty bang bang by letting the player take in the world before the whole war

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then for the mission outro, i would make a cool narration with some old film footage style cutscene saying how despite the efforts of the french photographer, the EU did not believe the evidence in the end, which in turn allows the german to occupy warsaw

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and then title drop

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@pure jackal how does that sound

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thats a very unfortunate thumbnail

pure jackal
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Fun level idea but uh the EU didn't exist back then iirc and though it does harken to that AA mission, I feel like it'd be best to have a more standard mission as the first thing the player gets, especially since legion is expected to be a MoH PSX successor

hazy sky
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fuck

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i wanted a quick build up to the ww2 part though

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to show a little glimpse of the vintage era before wartime

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like chapter 0, 10 minutes tops

pure jackal
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If it is the tutorial, maybe have it really go off the rails after the first few actions are taught

hazy sky
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you are a french photographer in poland, trying to disprove german claims and deflect inevitable war with german troops posing as poland forces. of course there would be SOME action

pure jackal
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(Move and look, change weapons from nothing to your fake papers, interact with some guard, find some airduct or something, interact with it, have the player crouch through to try and sneak in and then get caught on the other side)

hazy sky
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after the first mission from chapter 0, the player would be then booted into the main menu

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but yea

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okay so

pure jackal
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Copy all of this in a document somewhere, get the gameloop fully in at its most basic and revisit these once you have the full toybox to work with

hazy sky
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i'm asking if this is a thing worth investing time into because i like how it sounds

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anyways imma delete because obviously its three walls of text

desert orchid
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Stray mode to be more specific

polar jasper
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also thanks that means that the subversion of expectations worked

sharp vortex
#

fat fuck

polar jasper
pure jackal
hazy sky
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is he enemy

sharp vortex
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no, he frend

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his name is archie

pure jackal
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FRIEND!

austere river
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Hello

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Bread

hazy sky
dusky pivot
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UI stuff

fierce copper
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How do i get that thing on the left side of the screen that shows style time and kills in ultrakill

dusky pivot
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Wow that is actually so cooool

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Is it an actual 3d model?

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It says export.obj

waxen plover
#

but i imagine you have to line things up well or else it's gonna be messy

hazy sky
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it holds your hands basically

waxen plover
#

i think just doing the thing yourself is easier and gives you the results you want

hazy sky
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you could use this to make a base you could then draw on

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but I think this is pretty handy because it gives you consistent results

hazy sky
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camera

pure jackal
hazy sky
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the floor i mean how it curves along the surface

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i wanna do roads but i can never figure out how to reliably create paths with correctly bending textures

pure jackal
#

oh

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lol I just UV'd em as if they werent arched

pure jackal
#

Which can lead to a little bit of UV pinching but the arch is shallow enough that it seems fine

pure jackal
pure jackal
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Ok time to make this tutorial functional

hazy sky
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I'll test tomorrow

muted stirrup
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opted to combine elements with the m2 and m1919a6 (might add some more detail, like a sight hood and more details on reciever itself etc tho)

ionic tendon
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Can someone help me with Jaket mod? DMs open

azure mango
#

Smyw

waxen plover
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I need to add vfx and sfx aswell

hazy sky
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oh shit

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what is this

pure jackal
waxen plover
waxen plover
waxen plover
dusky pivot
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Anyone familiar with behavior tree nodes from unity

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Or with enemy AI in general, Im trying to learn and Im having a lot of difficulties to figure out how to set up things

waxen plover
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I mean it's not hard, just make a boolean of chasing the player, if its true chase the player, if not wabder around or smth

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If you want more complicated stuff use an enum for different states

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Or an int and keeo track of what each number means

hazy sky
#

mmmm delightful

waxen plover
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you know you have to rewrite the player code when there's over 22 booleans in it

hazy sky
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i feel ya

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i only have like 7 but that's still too much

waxen plover
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to be fair the player has 792 lines of code

waxen plover
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yeah no i'm rewriting this shit, got me fucked up

kindred lintel
#

is there like a tool to edit the text of unity games like ultrakill?

hazy sky
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made a map generator algorithm and it immediately gave me a middle finger on the fourth generation kekw

hazy sky
#

i think it's pretty juicy

ebon kraken
pure jackal
#

What happened to legion 😨

hazy sky
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i'm rewriting parts of the systems using a fresh slate and then replacing them because everything about legion sucks

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very unlucky, but understandable considering it's my first and longest running project

waxen plover
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in the end, no one saw the picture..

hazy sky
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then again you may be 100% correct after all

waxen plover
#

it doesn't have to be perfect, just release it first then do changes later with updates

hazy sky
#

center axis relock, close combat stance

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you basically use the side of your gun to aim, you are quicker to turn, arms tucked in closer so you cannot be grappled so easily

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the reason the gun does it is because there is a laser on the gun

hazy sky
pure jackal
hazy sky
#

no two actions truly interupt the other

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plus attachments work now

hazy sky
thick kite
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can somebody with a copy of gloomwood and something like dnspy or anything for modding please point me to the number values or the stats of the shotgun please

waxen plover
frail peak
#

windows considers the zip a virus and automatically deletes it

waxen plover
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windows is ass

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disable the antivirus or something

dusky pivot
#

Congrats on releasing it ❤️

waxen plover
#

ay thanks, it was made in like a week or so so expect some bugs

hazy sky
hazy sky
pure jackal
pure jackal
waxen plover
pure jackal
#

DASS what I like to see

limber bramble
#

cant wait for the incredibly difficult platforming sections :-)

hazy sky
hazy sky
waxen plover
#

very cool

waxen plover
dusky pivot
pure jackal
#

holy shit that looks rad

merry lotus
#

crunchy.........

dusky pivot
waxen plover
#

is it possible to make an unpredictable ai

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i'm talking you code it, but you don't know the actions it'll do

sharp vortex
#

You could probably make a state machine and have it switch around states via random values?

thick kite
#

does anybody have the stalker call of pripyat PKM shot sound

sharp vortex
# thick kite does anybody have the stalker call of pripyat PKM shot sound
ModDB

A portable and lightweight game files unpacker for S.T.A.L.K.E.R.: Clear Sky, S.T.A.L.K.E.R.: Shadow of Chernobyl and S.T.A.L.K.E.R.: Call of Pripyat. This little app was designed for modders who wants access to the packed stalker files, its pretty noob...

thick kite
#

i'm too lazy to reinstall stalker maaan

sharp vortex
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It's like 3gb goldensmile

thick kite
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counterpoint i'm lazy

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also the last time i replayed call of pripyat that shit was haunted

pure jackal
#

Counterpoint- its 3gb and literally like 5 clicks maximum to reinstall it

hazy sky
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made some great debugging tools that allow me to draw lines, boxes or spheres anywhere, also display text anywhere with formatting!!!!!!

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so i can use these to debug the guns for example

hazy sky
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i could also log every action into a dict and then draw them from memory

pure jackal
waxen plover
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you could make a chain of different actions, multiple like 50+

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sighing, walking, looking around and such

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and it randomly chooses 5 different actions to do at once which would look like new behavior

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but then it might just look weird

thick kite
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also, 4 clicks, steam, call of pripyat, install, confirm

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5 if you have to click on the library

hazy sky
#

so clean

chilly trout
#

okay so im trying to make a simple model swap mod for the latest fnaf game SOTM. an Unreal Engine 4 game. however no matter what i do or what tutorials i follow the result always stays the same, the mod just dosnt do anything. all the directories are correct and all the textures and materials and everything is there and spelled correctly. but the .pak file just dosnt do anything when put into the paks folder.. If anyone knows anything about UE4 modding i would greatly appreciate the help cause I'm definitely missing an important step.

dusky pivot
jolly sandal
#

bottom left is giving

hazy sky
#

made a lot of progress on multiplayer, i can now host games and connect
the host and client shares the same player for now, but this took ALL day to figure out properly

hazy sky
hazy sky
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replication works and managed to cram in reconcilation and predictions

dusky pivot
#

Kinda just figuring out balance for enemies and stuff like that

hazy sky
#

sick

polar jasper
waxen plover
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looks like ultrakill + quake

merry lotus
merry lotus
#

implemented state machines

polar jasper
dusky pivot
hazy sky
#

you do some good scenery

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today i had a cleanup day

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resized ALL of the models because they were all over the place in regards of size

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there were instances where the suppressor was twice the size of the gun and shit so i went back and painstakingly resized everything and cleaned up some code so the weapons now have preset spots per weapon type with overrides if needed

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and modelled like 7 types of common shell casings so the guns can eject more intelligently on a gun-to-gun basis

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beautiful,,,,

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oh also added a default gun with an orange tip kekw

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mainly for attachment testing

dusky pivot
merry lotus
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more state machine stuff

pure jackal
polar jasper
merry lotus
#

this is a custom engine

dusky pivot
#

Engine from scratch enthusiast

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Sounds so complicated to do

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Id love to try one day

tranquil oracle
#

(Unless you want an exact "is it this type" check, and not "is it this or anything inheriting from it")

polar jasper
waxen plover
#

dream physique

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talons included

flint coral
limpid onyx
hazy sky
#

this was AWFUL

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i wanted to fucking SOB during this

polar jasper
#

now texture it

slate python
#

I suddenly got inspired to create this guy.

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In blender.

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Look at em.

hazy sky
dusky pivot
#

visuals manager for health

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Heart rate goes faster the lower hp gets, when debuffs are applied heart shakes too (depending on the debuff) as well as some cool visuals

sharp vortex
#

found this really cool GodotVMF plugin that lets you import Hammer (Source Engine) VMF files along with the VTF/VMT texture files very smoothly/easily

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Was initially trying func_godot with J.A.C.K. but this was like, insanely easier to set up

#

its so insanely nice and great for fast iteration

earnest lily
#

how does this handle the geometry? is this one giant 3d model?

sharp vortex
#

Yes pretty much

#

IF need be there are pretty simple solutions to split this into chunks

#

Hammer has the cordon tool where you can section off pieces of map (or you can do it manually), and then you can just create new VMF nodes and add those cordoned pieces separately

#

shit you could even do visgroups in hammer and set groups then save and load different versions of the map

#

it also detects "nodraw" texture faces too, so you can tell it to just not create geometry for certain faces

pale raft
sharp vortex
slate python
# pale raft What is teeth boy’s purpose and his extremely deep and in-depth backstory

This teeth boy doesn't have a name, at least one that I'm aware of. It is a Kinetic Sculpture/Automaton made by Roger Ruskin Spear, an English musician/sculptor.
The main purpose of the machinery is for entertainment. It was mostly used on the shows of the band Roger was a part of, "Bonzo Dog Doo Dah Band" or Bonzo Dog Band for short. It played a prominent role in one of the band's "Kinetic Sketches", where it moved its mouth along with the song "Forever Blowing Bubbles" performed by the band, while another robot beside it blowed said bubbles.
All of Spear's machines were very faulty and were prone to break after or even during the shows, forcing the musician to either fix them on the fly or improvise something if he weren't able to patch it up.
After the disbandment of the musical group, Roger showcased his machines at various shows and tours, his most know tour was known as "Roger Ruskin Spear and his Giant Kinetic Wardrobe".
Ruskin Spear has also appeared on national television. On 7th of April 1973, on BBC the sculptor showcased some of his newest inventions, most prominent of which were "very boring" and "The Pointless Game".

#

It is unknown if the teeth boy has made any sort of recent appearance due to Roger being 81 years old and diffcult to contact.

#

I mean I could try.

sharp vortex
#

Man hooking up animation state machine shit and collisions is way fucking easier in Godot than Unity lmao @hazy sky

#

only complaint is that setting keyframes for objects to tie with animations is really wonky, and the fact it needs key frames for movement at all

#

Unity lets me just tie the collider to the armature and it will just move with the anim

hazy sky
#

y'all wonder how i iterate and progress so fucking fast, this is why

#

godot makes it so easy

hazy sky
sharp vortex
#

I've nearly gotten to the functionality of my Unity version within hours and it's all more polished already just by way of not feeling hacky

#

yeah

hazy sky
# sharp vortex yeah

you could make the collision and attach it to the bone using a BoneAttachment3D

#

that way it will follow the sword if that's what you want

sharp vortex
#

oh didnt know that was a thing

hazy sky
#

yeah

sharp vortex
#

ill try that later today

#

thats p much what i was looking for

hazy sky
#

you basically pop it in, i don't even think it needs to be part of the skeleton system, you can just select external, pick the skeleton and then the bone to attach to

sharp vortex
#

though I already set up a keyframe thing so

#

¯_(ツ)_/¯

hazy sky
#

one thing to look out for, use a Node3D as a parent for the collision

#

that way you can adjust the collision inside of it and the Node3D will act like the pivot point

sharp vortex
#

already do, we're good

hazy sky
#

i can just hear the F.N.G announcer

sharp vortex
#

v slick

#

Something really cool in general is that Godot feels friendly to use enough that I'm not feeling existential dread to open it like Unity

hazy sky
#

y'all laughed at me when i said this,,,,,,

sharp vortex
#

hard to teach an old dog new tricks!!

#

unless the dog finally notices the cool QoL stuff he's been missing

#

Like just being able to drag shit from the inspector, scene, or asset menu to reference in your script goldensmile

#

or how quick it is to do a Signal

hazy sky
#

yeah

#

and the fact you can do it from code or the inspector

stiff thorn
#

when motivation strikes, I know godot's 5s load time got me 🗣️

hazy sky
#

mmmmm bullet penetration,,,

#

redder the line, the lower the power

hazy sky
pure jackal
#

Ok now give us wiimote aiming >:]

hazy sky
# pure jackal Ok now give us wiimote aiming >:]

funnily enough I could do that here as well. also, the good thing in this project is that I can backport everything into Legion because this time around things are competently written and handled

hazy sky
#

we'll see

pure jackal
wicked lake
#

Very basic and EXTREMELY WIP gameplay prototype footage, only 4 enemies, 3 weapons (one I forgot to show) and some barrels

#

Also the beams from the green enemy kind work like a reverse of Ultrakill's idol forcing you to kill all enemies in a room before killing the green one

hazy sky
#

looking pretty good though

#

is it like, ultrakill inspired

wicked lake
# hazy sky is it like, ultrakill inspired

You wouldn't be wrong but I don't want to lean too hard into being an Ultra-like, I wouldn't be making this if I never played Ultrakill, I am inspired by it but I also would like to try some other things that I would like to see in a game

#

In a sense, I am making a game I want to play (for me and others)

#

Kinda want to think more about worldbuilding and a diverse arsenal with a high skill ceiling overall

wicked lake
#

In godot, It would be easy to do that by just making a custom node, but I wouldn't know how to do it in other game engines

hazy sky
#

(yes i know CEO's and shareholders exist)

#

right now i'm trying to figure out how to make physical magazines for guns exist

#

like not "eject mag particle" but here's this magazine, it's loaded, use the ammo from it or get fucked

#

and when you reload, you drop the mag with the bullets in it which you can pick up later

wicked lake
#

Interesting mechanic!

hazy sky
#

escape from tarkov does this, you have magazines as items you pick up

#

you basically swap them when reloading, and if you double tap reload, it will ditch the magazine to the floor

#

gonna do this as well, except i won't have a visible inventory

#

as a matter of fact, UI will be very limited as well

merry lotus
muted stirrup
#

probs might need a few more tweaks

hazy sky
#

holy shit

#

m14 is actually goated

opaque pier
hazy sky
#

does gloomwood use like a different type of lighting or something

rose sandal
merry lotus
#

there's also a volumetric lighting post processing effect included

#

but I don't think gloomwood uses that

hazy sky
#

damn

hazy sky
#

that's 14216 objects

#

(it's not meant for lidar but it's a funny experiment regardless

dusky pivot
#

But I made a weapon with a moveset

#

I also added buffer frames too

manic heron
#

uh

#

guys should i @ a mod

#

who the fuck am i kidding

#

<@&242930927347433472> sorry to bother yall

shut sedge
#

.ban 1008103539865813042 fuck off bot

slim lanceBOT
#

:o: Banned yoshifan69420#0 (Case #38583) (user notified with a direct message)

manic heron
#

yay thanks

rain path
#

Yo

hazy sky
idle stream
#

wow

hazy sky
hazy sky
sharp vortex
#

first my skeleton was somehow backwards, causing the look_at( ) and anything else to do with rotation/position on it to be fucked, and then I had to get a fucking ball to move

hazy sky
#

helf

stiff thorn
#

getting a ball to move

#

truly terrifying

hazy sky
#

it only subtracts the holes if you start from the sides

rotund garden
#

I'll give UE5 and it's blueprints another go

hazy sky
#

bro,,

#

want me to whip a controller up for you or what

rotund garden
#

nah I just though it was funny how I tried to give it a go but it all sounded like gibberish to me

polar jasper
#

i personally wouldn't use UE5

hazy sky
#

me neither tbh

#

all that unnecessary overhead engine-wise, even if you turn half the shit off

#

if I HAD to use UE, I'd go for UE4 probably

dusky pivot
oak zodiac
muted stirrup
#

this going well 👀 (gonna improve the blood vfx and a few other things at some point)

hazy sky
muted stirrup
hazy sky
#

one for each eye

sudden imp
#

Is that duel wielding snipers

muted stirrup
hazy sky
hazy sky
polar jasper
# hazy sky if I HAD to use UE, I'd go for UE4 probably

honestly the state of modern game engines kinda sucks ass
you have UE5 with its shitty noisy lighting™ and also apparently having really really strange everythings
you have Unity being half-assed to the point of being comedic
and you have like, godot
godot is good i think

sharp vortex
#

holy fuck no way @hazy sky

#

Map editing with Godot

polar jasper
#

battlefield 6 in godot?

sharp vortex
#

No they just made their Portal editor with it

#

seems like we'll be able to make our own maps, or at least have much greater "Halo Forge"-like controls

hazy sky
#

but with the TSCN file format being so readable, I don't really blame them for going this route

#

I really hope BF6's godot usage will get more people into godot 👀

hazy sky
stiff thorn
#

AAA games would only happen for more side case uses (battlefield 6) or as a baseline that they would modify into an almost new engine

hazy sky
hazy sky
desert shard
#

Making something for the GMTK jam

hazy sky
#

peak dropped again

#

what's the meaning of the clock

#

does the game kill you if you are in the red when the timer runs out?

desert shard
#

Also if the clock becomes fully red then yes, you also get one shotted burlyjohnathan

hazy sky
#

do you also turn the clock back?

desert shard
crisp oxide
dusky pivot
pure jackal
#

I like that tree smack

limber bramble
#

very good

#

i had no idea there was any sort of combat or Smacking™ in your game

dusky pivot
dusky pivot
spare scarab
#

can i solve things, smoke puzzles and kill cigarettes

hazy sky
hazy sky
#

FINALLY i managed to get it

#

proper depth check

hazy sky
fair hound
#

Hey guys, been busy elsewhere but figure it'd made sense to share in the official Discord: I finally put out a working public version of the Gloomwood Randomizer out for people to try out and enjoy.

https://youtu.be/XsQNOfmbqtc

hazy sky
#

i tell you man, breaching is gonna be fucking amazing

desert shard
waxen plover
#

rad 🔥

#

you use godot?

rich cedar
#

@real dagger hello goofy man

desert shard
feral ermine
dusky pivot
#

I only work on this project yeah

feral ermine
#

nice
I've been a little out of the loop from crunching
Managed to release my thing on Itch right as all of the chaos started, I couldnt have better timing :D

dusky pivot
#

Yeah lol xD

#

I usually dont feel like I crunch time a lot

#

Mostly, some days I work 2h or maybe 30min, some days its 9h

#

But it never feels like Im pushing myself I kinda just go with whatever I feel that day

#

It helps a lot to not burn myself down

feral ermine
#

Thats a good way to do it
I'd been working on this very on and off, but it was reaching a point where I really needed to get it finished so in came the crunch

dusky pivot
#

Thats fair

#

Sometimes pushing yourself a bit is not bad, I think crunch is a problem when it becomes a habit

#

as most things in life

feral ermine
#

I'll be sleeping like a brick for a while, thats for sure :D

dusky pivot
#

Well deserved rest, congrats on the release ❤️

feral ermine
#

Thanks!
Looking forwards to being able to try Laguna

dusky pivot
#

Its gonna take a while!

#

Tho I learnt code, still learning and Im more of a begginer than anything

#

But this has speeded up the project by a million percent lol

feral ermine
#

Thats good!
This has been my first time actually programming a game rather than some isolated tidbit
Aside from UE documentation or lack of it killing me, its a lot easier for me to track than node spaghetti

dusky pivot
#

Are you referring to godot?

#

Or unity

feral ermine
dusky pivot
#

Also here are some advancements, I made lootpools, objects also have custom features that you can just drag and drop to make them spawn smoothly with random rotations

#

(by pure odds, that fishing rod spawned perfectly vertical LOL)

feral ermine
dusky pivot
#

Thanks <:

#

I still have to decorate and design a lot around here

#

Its more of a playground area for now

muted stirrup
#

(trying to figure out a cool way to show the casings eject downward without appearing like they come from the top 🤔 )

hazy sky
waxen plover
#

very cool stuff, you're making awesome progress

#

keep it up 🙌

dusky pivot
#

wawa thank you :D

#

Also, they dont freeze they are actually loading

#

Its just that my vids are heavy af and takes forever sometimes

waxen plover
#

i see

hazy sky
waxen plover
blissful arch
# hazy sky

cant wait for whatever this one's gonna be

hazy sky
fleet fulcrum
#

I created a minimalist game engine in C using raylib. It's still in alpha and I'm still testing out what it can do, but so far, it's working pretty well. If anyone's looking to hire an engine dev, I'm available!
Here's the repo: https://github.com/8bitprodigy/kolibri_engine
Also attached is a video of the example "game" running. Not much to show yet, but the skybox and resizeable viewport are both implemented via callbacks in the game code, not as part of the engine. Also each of the boxes is a separate entity, and the color changing is showing off the LOD system. The scene is also frustum culled.

waxen plover
#

2 more days until the jam ends and i only got this done 😭

hazy sky
#

i should take part in a jam too,,,

oak zodiac
dusky pivot
#

I made some cool visual variants to improve clarity, some players might not be able to take very well all the color bleed/scanlines/jittering and so on

jolly sandal
#

oh this is gorgeous

#

love those candles

waxen plover
#

lovely indeed

dusky pivot
#

Thanks ❤️

merry lotus
#

had an idea that would be a major change to dead end's gameplay but it would make level design a lot easier and would make it a lot more interesting imo

old way: killing enemies and collecting their blood to fuel your car, and once you hit the cap you can return to your car to go to the next level

new way: your car can't progress somehow (ex: running out of fuel, gate in the way, car gets taken) and you have to resolve it before you can drive to the next level, making enemies more like obstacles instead of critical to the gameplay
#

i'm a bigger fan of the new way but i want to know what other people think

jolly sandal
#

i honestly think both could work in terms of pacing it well because if you have these unique scenarios one after another they begin to feel less special i'd imagine

#

new way all the time would certainly make a gameplay loop feel more varied and unique but eventually you'd either have to start repeating things or just coming up with some ridiculous idea

#

still up to you though obviously your game at the end of the day it just ultimately comes down to your vision for the pace and stuff

polar jasper
#

since when was i a drunk coder

#

oh ok i figured it out. i had LoadMission as a static void while LoadLevel isn't

#

my stupidity is unrivalled

polar jasper
#

i am a genius

waxen plover
stiff thorn
pure jackal
hazy sky
pure jackal
#

Its a phone

#

There's a second part to the light that also isn't implemented yet because the shaders broken :[

stiff thorn
hazy sky
spare scarab
oak zodiac
pure jackal
pure jackal
deep goblet
#

.

hazy sky
waxen plover
polar jasper
#

half life explosion

waxen plover
#

stock sounds be like

cunning moth
hazy sky
polar jasper
#

cool umg

indigo gale
#

what

#

sorry

dusky pivot
#

Also wip enemies and debuffs but I think I showed that before

polar jasper
#

this is really Nice. I approve

#

Good luck on the game

hazy sky
dusky pivot
ionic star
#

is there a mod that can allow me to flip a ton of coins at once

maiden juniper
#

does anyone know what materials would be useful so i have something to make when im bored and maybe make into an asset pack

hazy sky
toxic hemlock
#

and uuhhh

#

clear acrylic

dusky pivot
hazy sky
polar jasper
dusky pivot
oak zodiac
#

hope everyone got a chance to try the recently updated indiana jones mod for doom called Venturous, it's pretty insane, complete with 6 episodes, all new maps, weapons and enemies, and even some new mechanics https://www.moddb.com/downloads/venturous-152

oak zodiac
sonic sonnet
#

Made with "The Doom Siren Mod Only 0.85" and 3 mods from the "Dark Doom" (Modpack?)

#

it's just a showcase so

#

nothing special

#

it uses Ultrakill Music And Textures

#

If ya'll wanna try it out the link is in the comment of the Vid

north forum
dusky pivot
hazy sky
dusky pivot
#

XDDD

#

Makimg games is sometimws fun

muted stirrup
hazy sky
oak zodiac
chilly nacelle
dusky pivot
#

First texture I ever painted (kinda)

stray surge
#

#FREE SCHLEP!

unique trellis
#

Who are you?.

oak zodiac
#

are you the person from the speaker in severance?

unique trellis
#

No it's a question you need to ask yourself.

#

Who are you?.

#

You may not ask it now and you may never ask it but it is an important question

#

You'll find the answer in time

waxen plover
#

non tax payer activity

polar jasper
oak zodiac
ivory oar
true prairie
hazy sky
fleet fulcrum
supple fossil
#

guys do you know the No. guy

ivory oar
hazy sky
#

what do I check on it

slate python
ivory oar
#

No

oak zodiac
fleet fulcrum
# oak zodiac whoa! supporting doom / build engine format would be amazing! currently there's ...

Well, I wasn't talking about supporting their level formats directly, but that should be possible with its scene interface. This is actually a very minimalist engine, so very little is actually built into it -- a main loop and management, a simple entity system with entities stored in a circularly linked list, a collision system, a renderer, and the "Head" -- a type which couples a camera with a render texture. All these systems are managed b the gamedev using callbacks to define their behaviors. So there is not actual level format the game engine will support directly, rather, you should be able to support any format through dependency injection, using callbacks, and the engine coordinates all these systems together.

oak zodiac
#

because there's so much work left to be done and so many people could benefit from it 🙂

fleet fulcrum
#

So by being able to release my engine as public domain/0BSD, fare more people are able to benefit from it.

oak zodiac
#

but simply due to resources available i'd never recommend anyone use anything other than gzdoom/unity/unreal

#

it's a pretty uphill battle convincing game devs to use your own custom engine that no-one's heard about

fleet fulcrum
oak zodiac
oak zodiac
sonic cloud
#

Map for Fistful of Frags

#

Haven't posted in a while. I've been working lately on 2-3 versions of this map. In 1-2 weeks I will probably publish TTT (gmod) and HL2DM versions

hazy sky
#

pass the whiskey

oak zodiac
#

to anybody that doesn't care about gzdoom of course you can

fleet fulcrum
oak zodiac
#

correct

#

but it's also the opinion of someone who has been playing doom mods for 25+ years 🙂

fleet fulcrum
# oak zodiac correct

Then there was no point saying anything to begin with. You've undercut your own point.

oak zodiac
#

i've undercut nothing, just giving my opinion

fleet fulcrum
#

But if it's just opinion, there's no reason I ought be concerned.

oak zodiac
#

lol so you think opinions are worthless? best of luck getting people onboard with that attitude then

fleet fulcrum
oak zodiac
#

gives it an extra layer of authenticity

fleet fulcrum
oak zodiac
#

there's no objective reason to do anything in life, you take in data and opinions and then act according to your best interest

fleet fulcrum
oak zodiac
#

for sure, there are tons of awesome boomer shooter games not on the gzdoom engine

#

they're either on unreal or unity, engines that have also proven themselves like gzdoom

#

and have large communities for support and resources

fleet fulcrum
oak zodiac
#

again not discouraging development, just trying to give you the reality of the market

oak zodiac
fleet fulcrum
oak zodiac
#

because they have to make the games for people to play

fleet fulcrum
oak zodiac
oak zodiac
# fleet fulcrum Which is anything...

yes, do you see how your statement here is moot? "No, I'm saying there's no objective reason I ought be concerned, if it's just a matter of opinion, as it's not grounded."

fleet fulcrum
oak zodiac
fleet fulcrum
oak zodiac
#

there was no contradiction, maybe reread the thread?

fleet fulcrum
oak zodiac
fleet fulcrum
oak zodiac
#

maybe stick to discussion about your engine

fleet fulcrum
oak zodiac
fleet fulcrum
oak zodiac
fleet fulcrum
oak zodiac
#

but hey whatever you gotta tell yourself man, I can see your engine marketing is going super well so far

fleet fulcrum
earnest lily
#

What the fuck is going on in here

hazy sky
#

what the fuck is going on in here 2x

fiery phoenix
hazy sky
vocal nymph
#

sybau

potent cobalt
#

.mute 1354114805627224179 3652d

slim lanceBOT
#

:o: Muted somedudereally#0 for 9 years, 11 months, 4 weeks, 1 day, 22 hours, 30 minutes (Case #39564) (user notified with a direct message)

potent cobalt
#

here you go bro we done it just for you

#

hi robi

vocal nymph
#

Already forceban

tranquil sigil
#

hello tony

vocal nymph
potent cobalt
#

10 year mute :(

potent cobalt
tranquil sigil
#

hello anthony

vocal nymph
#

hi fantano

potent cobalt
#

hello Ak

gleaming apex
#

@neon sierra well well well i find you here too huh?

neon sierra
#

im just here for fun

gleaming apex
#

lets ask you some trivia questions

#

why are you here

#

and how are you here

neon sierra
#

ultrakill

gleaming apex
#

good

neon sierra
#

ultrakill and some more ultrakill

gleaming apex
#

when was the last time you wiped your butt after pooping?

neon sierra
#

bro, wth

gleaming apex
#

answer

neon sierra
#

i don't even think we supposed to be talking here

waxen plover
#

since when did this channel become a general chat

gleaming apex
#

idk there is no general

waxen plover
#

i want to see cool stuff made by cool people

#

not yap,,

neon sierra
gleaming apex
#

yea

waxen plover
gleaming apex
#

@neon sierra

#

idk its here i wont wait 1 minute to fucking speak

hazy sky
little rampart
#

does anyone know how to mod on linux on ultakill

pure jackal
toxic hemlock
fair hound
#

It's been a lot of fun, but MAN figuring out factions and everything has been a hassle 🤮

last crystal
#

is there any way to still be able to play multiplayer?

toxic hemlock
muted stirrup
stoic ermine
#

i understand how the pink is now working in ultrakill

#

it started small in patch 15

#

and in 16 (ultra revamp) its not completely pink

#

in patch 14 theres no pink

#

now i can enjoy ultrakill with no pink

past flint
#

do anyone knows how to make NPC In LibreQuake?, i am using Quakeprism for it

green ravine
#

H

sullen gyro
#

guys whats the easiest way to get multiplayer in ultrakill is there a tutorial or wha

toxic hemlock
pure jackal
sharp vortex
# past flint do anyone knows how to make NPC In LibreQuake?, i am using Quakeprism for it

From the brief bit I looked into it in the past + a little bit of looking at LibreQuake's source code, you need to get the source code from their GitHub, create a new .qc script for your NPC, and then insert lines pertaining to the new NPC into any file that might need to call it.

I suggest looking at something like, for instance, knight.qc, copy it, rename it, and then kind of zip around the code for all references to the entity (knight, monster_knight, etc.) and copy-paste those lines, variables, functions, etc. with your NPC's name. Then to use it you'll probably need to like create a .fgd file and add an entity entry to be able to place them in Trenchbroom or JACK. From here, compile it, make sure it runs/ works, and then start looking through the NPC code you added to customize it, maybe looking at other NPCs if you want to steal behavior, etc. If you can read C (QC) code well enough it's actually pretty well organized and self-explanatory with clear areas to define models, animations, sounds, etc. for the NPC

Shockingly and unshockingly very similar to when I was adding custom entities in Half Life SDK

past flint
# sharp vortex From the brief bit I looked into it in the past + a little bit of looking at Lib...

wow, you are actually a live saver, i was looking all over the places just for this, thank you man, and also i want to put my custom animations as well (any tips?) $frame idle1 idle2 idle3 idle4 idle5
$frame run1 run2 run3 run4 run5
$frame attack1 attack2 attack3 attack4
$frame death1 death2 death3 death4

//=====================
// STAND
//=====================
void() runzombie_stand1 = [$idle1, runzombie_stand2] { ai_stand(); };
void() runzombie_stand2 = [$idle2, runzombie_stand3] { ai_stand(); };
void() runzombie_stand3 = [$idle3, runzombie_stand4] { ai_stand(); };
void() runzombie_stand4 = [$idle4, runzombie_stand5] { ai_stand(); };
void() runzombie_stand5 = [$idle5, runzombie_stand1] { ai_stand(); };

//=====================
// RUN
//=====================
void() runzombie_run1 = [$run1, runzombie_run2] { ai_run(16); };
void() runzombie_run2 = [$run2, runzombie_run3] { ai_run(16); };
void() runzombie_run3 = [$run3, runzombie_run4] { ai_run(16); };
void() runzombie_run4 = [$run4, runzombie_run5] { ai_run(16); };
void() runzombie_run5 = [$run5, runzombie_run1] { ai_run(16); };

//=====================
// ATTACK (MELEE)
//=====================
void() runzombie_atk1 = [$attack1, runzombie_atk2] { ai_melee(); };
void() runzombie_atk2 = [$attack2, runzombie_atk3] { ai_melee(); };
void() runzombie_atk3 = [$attack3, runzombie_atk4] { ai_melee(); };
void() runzombie_atk4 = [$attack4, runzombie_run1] { ai_melee(); };

//=====================
// PAIN
//=====================
void() runzombie_pain = {
sound(self, CHAN_VOICE, "zombie/pain.wav", 1, ATTN_NORM);
runzombie_run1();
};

//=====================
// DEATH
//=====================
void() runzombie_die1 = [$death1, runzombie_die2] {};
void() runzombie_die2 = [$death2, runzombie_die3] {};
void() runzombie_die3 = [$death3, runzombie_die4] { self.solid = SOLID_NOT; };
void() runzombie_die4 = [$death4, runzombie_die4] {};

#

🥲

sharp vortex
#

@past flint This took me some time to figure out but I was curious for my own nefarious purposes, and it's a bit tough to explain so I encourage you to research it a bit yourself. Essentially you can use Blender MDL Exporter (download the zip here and add the .zip as a plugin).

https://github.com/vncastanheira/Blender-MDL-Exporter/tree/2.93LTS

The issue is, if you're used to animation with skeletons/ armatures, you cannot, it doesn't support it, it wont even let you.

You have to use Shape Keys (vertex animation) to animate which is kind of really fucking archaic. Basically you add these on the "Data" properties tab on the object in blender and it interpolates the vertex values between a position on each keyframe. From what I gather and what I've seen reading the NPC source code, you'll basically do all this animation on one single timeline -- idle, walk, run, death, etc. will all be in one single timeline -- you'll have to name each frame and then in the .qc script you'll have to pretty much initialize every single named keyframe and then set them in the code (which I see you kind of already figured out)

I recommend giving this a watch first. Not sure what all you'll need to know, but I just skipped to the animation section. Feel free to watch it all though if you want.
https://youtu.be/nZC-G9Tz6OM?t=420

And then watch this for a general idea/ explanation of how shape keys work and how to get them working.
https://www.youtube.com/watch?v=p5syxlEsc7U

GitHub

Blender addon for exporting and importing models to Quake's MDL format - vncastanheira/Blender-MDL-Exporter

Link to the addon: https://bitbucket.org/khreathor/mdl-for-blender/wiki/Home

0:00 Introduction
0:13 Scale
0:51 XYZ Coordinates
1:05 Facing Direction
1:44 Origins and Height
2:23 UVs
3:20 Model Tags / Palette Selection
4:20 Material Slots = Skin Slots
4:52 Skingrouping and Texture Flickering In-game
5:44 Material Types Don't Export
6:11 Texture ...

▶ Play video

Shape keys allow you to animate the mesh of an object, by creating keys for each configuration of the vertices.

▶ Play video
#

good luck lol

past flint
sharp vortex
#

Ah excellent, you should be good then

dusky pivot
#

Doing some more texture paint

earnest lily
sharp vortex
earnest lily
#

I'll go dig through my pen drives

tranquil oracle
#

Yeah idTech's model format didn't support armatures until MD4

#

And it didn't even get used, so in practice it didn't have armatures until idTech 4 (MD5)

earnest lily
#

they used PowerAnimator and created skeletons to quickly deform the models in question

#

for Wrath / MD3 we also used a blender plugin that baked down armature animation to vertex anims ( aka shape keys )

#

for my own Quake 1 fun times I might have used Blender 2.79

sharp vortex
#

Another workflow that might work out is exporting the model into ms3d format (with a plugin), opening it in Milkshape3D, and exporting to .mdl that way. But I have no clue how actually good at conversions Milkshape is

#

Last time I used it I reckon was like 2009 trying to edit Halo Custom Edition models

#

It does seem like there's at least a few fucked up workflows out here you can use that might be better than just animating with shape keys

waxen plover
#

this blender theme has me feeling like one of those 2000s hacker movies

stray plaza
#

anyone wanna play jaket?

hazy sky
waxen plover
#

yesyesyes

pure jackal
waxen plover
#

ohhhh roughness map ohhhhhhghhhh

sharp vortex
#

v nice

rotund garden
#

and the Shotgun's reload animation

pure jackal
#

yeyeyeyeye

hazy sky
#

i followed the same principles

rotund garden
#

truly truly zased

nova void
waxen plover
#

i don't remember, i downloaded it off a shady website a while ago

muted stirrup
hazy sky
#

I really hate how I completely lose energy and motivation midway into a project

#

I'm actually afraid to find someone to work with because what if I do this to them

#

although maybe that would be different