#general-modding
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yes
In this 2014 GDC session, indie developer David Rosen explains how to use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples from indie games like Overgrowth, Receiver and Black Shades.
GDC talks cover a range of ...
it's a talk about procedural anim, but it shows the stride thing I'm talking about on the timestamp
(I really recommend watching the whole talk at least once tho, it's amazing)
I never thought about stuff in this way. I usually do stuff like movements by eye and what looks "right" to me
hope it helps
The animation looks like a really slow run cycle rather than a walk.
Mainly because two feet are never on the ground at the same time in the cycle.
That's true. I do have walk/run in the list of anims. So I could make a more walking-like anim and try and adjust this one for running.
that gdc talk goes into details on that sorta stuff too
even tho it's mostly focused on procedural animation, he's got a lot of really useful insights
it's prob. the best example of smoothing functions out there lmao
as a visualization on why use white/grey:
https://i.imgur.com/x7csGDs.gif
https://i.imgur.com/xwlJerl.gif
both are the same speed
Much easier to see the how many units a thing moves.
i thought this was some weird artpiece and the cursor was part of it sry
it's just some old shit I've got saved on imgur from back when I was trying to help a friend with the oldschool style of drawing pseudo 3d roads, I didn't really care much about the cursor being on it etc
don't have the chatlog of the explanation tho :/
Projections be like: Pitagora
I don't think I will ever run out of situations in which using trigonometry is the solution
triangle time
more like TRIG TIME
triangle supreme
if anyone's bored and wants a free game to play, here's mine: https://store.steampowered.com/app/1117420/Bryces_Movement_Engine/
Bryce's Movement Engineยน is a retro-style, niche, abandonware-era platform game, covering 12 zones of colorful, vibrant action, arcade sequences, boss fights and hidden secrets! Score points for goodies and beat your friends to high scores (thanks Steam leaderboards!) and achi...
wow this does have abandonware vibe
thankyou, i really hoped it would have that feel ๐
Little experiment, loading a Quake model with animations using blend shapes
So Unity is handling the interpolation itself
Takeaway: Unity does have native support for vertex animation
And since it's just a blend shape, animating it is simple
void Update()
{
var weight = rend.GetBlendShapeWeight(0);
weight = Mathf.Repeat(weight + Time.deltaTime * .05f, 1f);
rend.SetBlendShapeWeight(0, weight);
}```
nice
In previous experiments a while back I had been manually generating interpolated vertices and applying them to the mesh directly
good work senpai

fgfgfh
One thing I may have to do manually is applying the bounds
But that's super simple so it's not a big deal whatsoever
Interesting that Unity doesn't appear to account for blend shape deltas when generating bounds
Reconstruction of skeleton from MDL vertex animation is quite easy. I even could make it semi-automatic with scripting. Next step is to make usable rig from this, to easily add new animations. #quake #animation #modding #b3d https://t.co/wHgTAZF56d
So I'll just have to pre-generate a bounds for each frame
Yeah, that kind of stuff is super interesting to mess with
A while back I toyed with automatically generating a skeleton
Couldn't get it quite right at the time, but that was years ago
iirc I was inspired to do it after reading some post on the warsow forums in my early teens
Improved it a bit
He be goin
yo is this fear but you fly at 200mph
Looks neat
It looks like a poor man's Trepang2 with Dusk flips
Yeah fear is a huge inspiration. And yeah Dusk inspired the flipping!!
I just have two questions
Feels more like a Fear successor than Trepang 2 IMO.
why does the character one hand all the guns and why is there giant lights strapped to the side of every gun
Destruction is a bit goofy in places though.
you can bicycle kick through the windows, that's already better than fear
Character has no left arm. Light is ammo indicators
Destruction needs work yeah but I'm happy with it so far
I think the lights being ammo indicators could be improved upon so that it's not as distracting
right now they seem pretty obnoxiously bright in my opinion
and huge
The bloom needs to be decreased in them for sure
so what's the general theme of the game? supersoldier going on a killing spree or sth like that?
They are bright so you can identify if a gun is loaded from far away
But they should dim when equipped yeah
I would suggest making them thinner and maybe segmenting them or something
bright when on the ground is fine, visibility is necessary
Theme is slave escaping servitude and fighting up the floors of a skyscraper
Yeah good suggestion, thanks
The ammo indicator changing between red blue and yellow doesn't seem like the best choice for accessibility.
Would probably be better if it was more of a progress bar that changed between red and black.
Oooh interesting, I avoided red green for accessibility
I'm dumb, is there a color blindness that effects red blue yellow?
Eh probably not but it's better to not really take any changes with this stuff IMO, and it'd be a bit clearer if it was more of a bar.
Yeah I hear you, I'll give it some thought. I want players to be able to identify gun status from far away
There is no reloading, so you are always sourcing weapons from environment
Eh that makes sense I guess.
So I want it to be super clear which guns are high priority to get
But I could have different indicator when held, we shall see
Thanks for the feedback all, glad I posted here ๐
can you throw weapons to stun enemies like in superhot?
i like the no reload thing
Reminds me of Jurassic Park Trespasser in that regard
I mean that in a good way
It's an very unique thing, handicapping your protagonist for more interesting gameplay design capabilities
I've never played trespasser but I respect it's design philosophy for sure
Yeah exactly
Survival games embrace handicaps but it's more of a punishment and not a twist on gameplay
Or milsims too, I'll never forget crawling like 20 mins to finish a mission in operation flashpoint cause my legs were shot out
Impact looks kinda rough but ngl there was some badass shit in there
The part that particularly peaked my interest was when you wallrun and do a backflip
And shoot dudes
Haha thanks
Yeah it's still in early stages for sure, it shall be polished over time
Definetly add some more movement to the hands or make them look less stiff if you can
Thanks for the feedback, can and will ๐
I watched someone play modern warfare yesterday and I just stared at the first person anims
The standard for FPS anims is very high nowadays. They look so good
Game dev time. Tried to fix the anims and movement speed to sync better. Also fine tuned turning, added idle anim and a animation system for variable loop animation loop points, and added a look-up feature.
why so sad looking
Explained it before. Game where you're scared of enemies and can't directly attack them. Haven't made any yet tho
So you have to indirectly hurt them in a puzzle-like fashion.
Yeah the anims are a bit slow, been trying to get that sweet spot, but haven't found the best timing yet
seeing this character for the third time feels creepy
2 spoop
My problem is posting updates without much content. Will focus less on that.
Creepy
I mean it
Another little mod for System Shock 2. It sounds the alarm when you destroy cameras, unless you've hacked the security grid or have cast the Remote Electron Tampering psi power.
https://www.systemshock.org/index.php?topic=11204
System Shock 2 - Alarming Cameras (SCP Minimod) RoSoDude mod adds a new feature to the camera alarm dynamics in SCP:-Unless the security grid is hacked, cameras activate the alarm when they are destroyed-Remote Electron Tampering allows the player to circumvent destruction ala...
@modern raptor is she a robot or is it just the artstyle
you get no context there is no mod die
fear
the program would probably crash before you could save it
pretty neat using the blendshapes for interpolated vertex anim
You're pretty neat
love you too bby
๐
uh.
what's wrong Kibble you want a kiss too
maybe ;)
everything about that just screams chasm the rift
started a new AoH map this week
https://twitter.com/Bridgeburner4/status/1256670013257166848
Spent the last 4 days working on a new AoH map. Results have been ... hellish. All going well this will be a standalone early access test map available next month.
https://t.co/Bab4zQoB5X #doom #doom2 #leveldesign #mapping #screenshotsaturday
yeah i made it a bit more yellow than it used to be
still kept the same monochrome color scheme though cause that works best with the limbo reveal
oh that reminds me van was supposed to release one of her maps today
wonder if its out
oh it isnt out yet
sad!
van?
shes doing the UNSURE stuff
Discussion about ZDoom
also as far as im aware she was doing a japanese themed megawad
Niponise
Trenchbroom 2020.1-RC2 is here and now officially supports Dark Theme! https://github.com/kduske/TrenchBroom/releases/tag/v2020.1-RC2

Hey there modders, I need help with custom weapon in doom 2, I have a decorate weapon that shoot plasma balls ('A_FirePlasma') and I want to create my own plasma-like projectiles with custom sprites, any suggestion how to do it so I could just replace the line from 'A_FirePlasma' to 'AFireCustom' (for example) ?
You can just place sprites with the same name of the original in your sprites folder
For ex. if the sprites are named BLA if you add sprite namex BLA in your sprites folder the engine will replace them automatically
You can just place sprites with the same name of the original in your sprites folder
@unique trellis I thought about that, but will the custom sprites work when I publish my wad?
The only reason why they wouldn't work is because somebody loads the doom2.wad after your mod, which is stupid and nobody does
Except some dumb kid
Ok I'll try that, thank you โฅ
neat
thanks ๐
Alongside a new cheats menu, we've added a new spawner arm that lets you spawn enemies anywhere.
High-Quality Full Video: https://t.co/SEr5Q5J2tM
How many SwordsMachines does it take to break a game engine? @ULTRAKILLGame #gamedev #indiedev #madewithunity https://t.co/AWLqa...
ULTRASHIT
Gonna make fun of how bad ur sdk is
Do it, you'd be right
Sucks DicKs
^
Ultrakrap
ultraultra
So, it took me longer than expected to upload these two files (blame you cellphone datacap), but finally the optional high res doosk weapon sprites were updated.
In addition to the optional 360p sprites, now the 720p ones are available too, for high end computers!
Note that the 360p file was updated too, but mostly it was a name change to prevent issues with upcoming versions of doosk and confusion on tspg mirror webpage.
That being said, enjoy!
And don't worry, a new update for doosk will come in june, hopefully, if internet comes back (i've been offline since february) :P
360p files: https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/downloads/doosk-optional-360p-sprites
720p files: https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/downloads/doosk-optional-720p-sprites
And for those who has issues running the mod with batch files and stuff, there will be an alternate download with files only on next update, so you can drag and drop the files directly into the sourceport executable :P
are hi res png sprites still a big stutter issue in gzdoom
just enable gl texture precache
tell that to ppl with lesser hardware
Just released this, hopefully it's useful to some
We had to use this to re-attach some enemy prefabs to their models, so that replacing the model assets didn't break bones and animations.
Wait, i've been offline since february.
Monster models for sdk are out now? Or that's something else?
So from what i've gathered you need trenchbroom to make maps for dusk right?
@robust ridge It's unrelated to the SDK
@polar kernel You can use any Quake or Half-Life level editor, but we recommend TrenchBroom
Refer to the pins in #dusk-modding
Ok, thanks for reply
gotcha
We have you surrounded, at least from this side.
If anyone has any feedback on the wallrunning in my project that'd be awesome :3 I've implemented a kinda "sucktion" to the wall that I like but not sure what others think... I'm planning some fear style bullet time too so hopefully running along a wall while cracking heads is gonna be a thing! https://drive.google.com/file/d/1-H46YVN5zxE6iYf1Jt9ZF99BtgteF88_/view?usp=sharing
A sucktion to the wall, that sounds.... interesting
that isnt feel like suction
but its way more fluid than ghostrunner wallrunning
even if you loose altitude
mid run
Yeah I didnt want to mess with the physics too badly to confuse people like in Mirrors edge
so I just scale down gravity
and pull them into the wall
the 2 wallkicks I think adds an extra layer too but I think it will make mapping kinda a pain
I should try out Ghostrunner, I saw the demo got released but my steam didnt show it yet
@hazy sorrel do people not like ghostrunner's wallrunning?
i dunno
i know that I dont like ghostrunner movement
maybe because your build isnt locked on 85 fov
Ew... yeah I'll be adding a slider but I've also switched the engine to use vertical fov so ultrawides etc dont get punished
73degrees vertical fov so pretty high
testing testing 123
edgy
yup
@hazy sorrel ghostrunner dos have an FOV slider, maybe that will help? ๐
theyve updated it
on first day there was no fov slider
still movement and combat is much left to desire
Yeah... I think the wallrunning controls are a bit wierd and idk how I feel about the dodge mechanic, but it might just be the default bindings and it being a new kinda system
it's very unique... I'm impressed with the level design though
runs well too
I was slightly worried with the trailer that it was kinda what I was going for but it's really not.
@candid dawn 's project is annoyingly close but different enough I dont think we'd be treading on each other
He's going for a bit more high fidelity and slower paced but the movement is similar
Biggest problem with ghost runner's dash is it always dashes forward.
At least in mid air, where you'll do most of the dashing.
Ayyy we're getting somewhere โค๏ธ Added bullet time and some better weapon sway!
https://twitter.com/MissEmbyr/status/1259005778897375232
Starting to get somewhere, the little trick jump at the end is fun as hell! ๐ #gamedev #indiedev #MadeWithUnreal #UE4 https://t.co/dkP202vAK9
looking good
Looks very smooth nice!
A familiar face gets a new entrance... with SSStyle
Don't worry about this slowing down your Swordsmachine fight retries, there's a much shorter version that plays on subsequent attempts
#screenshotsaturday #gamedev #indiedev #madewithunity #uni...
@indigo olive there's room for both of us ๐
Your project looks super cool!
Oh hey @analog pollen awesome seeing you actually got picked up by New Blood โค๏ธ
yup it's nice
Annnnd now crytek is wooing me with decent designer tools... why inreal doesnt give proper love to BSP I dont know ๐ฆ https://www.youtube.com/watch?v=Xz6_vqWe7Hg
This lesson goes over the designer tool that is withing CRYENGINE and how to model a bridge like that which was shown in the Chinese Garden timelapse.
CRYENGINE - The most powerful game development platform is now available to everyone. Full engine source code. All features. ...
<@&249012011751440397> how did you guys go about building your levels? I have mesh tool but the lightmapping never seems to work out well and it's not as slick as other tools, BSPs I've been told arent great due to missing faces and rendering glitches with high face counts... I've noticed it doesnt play well with volumetric fog at least in the forward renderer. and it's UV tools suck. Did you just stick to using a modelling package and if so how did you keep pixel size consistant... I want a general rule of 32px / m
and not gonna lie SVOGI is niiiiiiice
AE was modular mesh based.
yeah I think I remmeber being told before, my concern with that is how to uv map nicely in a retro style and maintain texel density :/ Not being in the editor kinda sucks too.
Another question is how are you guys doing texture filtering, I've found that for good results I need to scale my 32x32 texture to 512x512 with nearest fileting in GIMP so that unreal engine filters it nicely, just using 32x32 with no filtering is shimmer city.
that being said TAA in AMID EVIL will help flatten some of that shimmer that I get with MSAA
But I want to avoid TAA if possible due to ghosting
Sorry for all the questions but better to ask than to reinvent the wheel when people more experienced in this area have worked it all out
Doesn't MSAA in UE4 only work with the forward renderer?
Yeah I don't recommend that, like at all. You lose access to like, way too much with a gain of far too little in the case of UE4.
MSAA can kinda work in deferred but the results are kinda shit, unreal just locks it off
I know what I'm getting with it, I may switch back later on but I understand what I am doing
MSAA and the performance increase is worth the tradeoff when it comes to screen space effects
also I really thing clustered forward rendering is the future. The higher resolutions and more complex shaders are crippleing on deferred due to bandwith and other concerns.
I see more devs going down the ID software route on DOOM and going with a clustered forward renderer but still using TAA. Will be really common next gen, mark my words ๐
It does suck that UE4 isnt at feature parity though, godot is doing some really cool stuff with SSR in forward rendering
Isn't clustered forward even more demanding on memory though?
Like I agree it's the superior rendering method in most aspects but it's still got a fairly large memory commitment from what I've heard.
Than deferred? Nope o.O
I think it's still less than deferred and deferred doesnt scale nicely to 4k and beyond
Since I'm going for a retro look with modern rendering, PBR, volumetrics etc I can get away with losing a lot of the screen space techniques that I wasnt planing on using, if I need a reflection then environment probes are probably enough for me, AO cna be baked and SSAO sucks anyway. If I want realtime reflections or GI then RTX works still
not to mention I can have planar reflections as a quality option if I want a scene like that
Yeah but depth buffer.
Having access to the various Gbuffers effectively for free is just so nice.
The problem is that it isnt free
but it is nice I agree
you should still be able to sample against depth info though, I havent tested it yet but I think it still has a depth buffer for the clustered lighting
it does do a prepass
I mean it's free in the sense that it's a required part of the pipeline.
And most engines that have deferred pipelines let you access the Gbuffers with no extra cost because they're required to be there for the system to work.
yeah it's a plus that it's there but the fact that it is all there is one of the reasons it's so slow at higher resolutions ๐ฆ
I mean the dream is for on next gen consoles to be able to hit 4k60 native or 1440p120hz
but who knows
@indigo olive all the meshes are modular in AE
there's no BSP
this is the sorta stuff we use
simmo made the meshes in 3ds max
we go by 1uu = 1 px for the textures/mats
Really? o.O I assumed it was lower res ๐ฎ
Do you know how he kept that scale while uv mapping?
I'm not sure on that - @strange aspen bing bong
he'll answer when he's around
that's an example texture btw
most in ae are 128x128
Oh what compression do you use cause default destroys the pixel art
And yeah the result with 32x32 with nearest
Result with 512x512 without upscale filter in gimp
Really wish there was a better way to do this :/
It makes sense but I'm gonna have to write a script for this
looks like its just because you have mipmaps enabled
512x512 allows for filtering without loss of crispyness
I know, I've tested without mipmaps too
it looks non antialiased
the mipmapping issue is just an extra layer of suckyness
yeah, youll have to find a middle ground for the look you want probably
im pretty sure AE has all mipmaps turned off, thats how it gets away with 128px
but shimmers like a motherfucker
^
yeah, trying to avoid the shimmering which this will do, I assum TAA helps with that
yeah TAA is a big winner in that regard
you just need to ensure a super high framerate to avoid ghosting
which.,,,,isnt ideal
yeah :/ I think this is the way forward, still affeects bandwidth but vram usage will still be tiny due to how compressable it is
it just allows the grapics card to sample it nicer
this is the kinda shit I've wasted most of the time on with this project so far ๐ข
well, nailing your visual style is an important aspect
so any time taken is a good thing
yeah had to be done, pixel art in UE isnt somethingI had ever worked with before so was an interesting experiment
I do love how fucking CRISP the second image is... MSAA and nice filtering on the pixel art
looks pretty good yeah
The results of tonight hanging out with some of you guys in VC <3
Added some crouch sliding while hanging out with the guys in the New Blood Discord ๐ When landing from a jump with the crouch button held you get a slight speed kick while sliding and can pop off the ground higher! #gamedev #indiedev #MadeWithUnreal #UE4 #screenshotsaturday h...
Thanks to @brisk timber for letting me know how to wrangle the friction system!
Looks fun
good thing youre putting the time and effort in on the movement
lot of people make the mistake of skipping that
i cannot think of fps game with really jank movement
stalker feels basic but isnt bad
deadly shadows but that's not a shooter and for some reason they decided to focus on third person even though thief is a FUCKING FIRST PERSON FRANCHISE
system shock 1 is pretty jank but a lot of that is the controls and the rest is how it handles elevation stuff
@keen bear no point designing maps and enemies until you know how the player will be able to move ^-^
ss2 isn't that jank
except body of the many but body of the many is a fucking war crime
...literally, now that i think about it
jank
@indigo olive leons right, i went by 1 pixel to UU, and i kept the scale accurate by treating the UV 0 to 1 space as 128x128 pixels, so if a mesh was 256 units wide for instance, the UVs would be twice as wide as the UV 0 to 1 space
and for any texture that was bigger than 128x128 i'd scale it up in the material so each pixel was still exactly 1uu
and for stuff like enemies and non-simple or organic meshes, sometimes i'd literally just have a reference mesh behind it with a grid texture and eyeball scale the UVs and get it as close as i could to the reference mesh in orthographic view lmao
So you maintained the scale manually? :O
ive quickly hacked something like that and im leaving it as it is, because it dosent work
Wait, what is this supposed to be like? o.O Liiks cool though! Descent in the Doom engine ๐ฎ
I was originally tempted to do all this in the Quake Engine to enable modding
but the source code for the source ports are a mess and documentation for all the features is so thin
Oh my god I just found this! Looks awesome! https://twitter.com/T19gs/status/1259455167113523201
I am happy to tell you, Hell Hunt is about to release a demo this Friday!
Here is a short gameplay on Normal difficulty. You can feel what Hell Hunt looks like:)
#retroFPS #pixelart #FPS #indiegame #indieFPS #indieDev https://t.co/56kDWyrGUq
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@hazy sorrel cmon none of these games are exactly original ideas
It's all about how well made it is and the content :3

oh wow
this has come a long way
the first video i saw of it looked baaaaaaaaaaaad
you look baaaaaaad
May be wrong, but I think it reminds me a bit of Ultrakill in some way.
its really similar to system shock 2
it has the color palette and the dashing but outside of that they dont seem very similar to me
the shotty looks just like the quake 1.5 shotty
nope, most use unreal or unity
They'll all be using Gamebryo
they're all gonna be ported to the HROT engine
No point limiting yourself to an old engine unless there is something you want out of it like a specific community of mappers or user mods
it's the main thing that has me side eyeing FTEQW as an engine but Unreal is just too comfy as a tool and QuakeC is horrific
although FTEQCC does help with that
Do people really care what was used to make a game if it's a good game?
can you save in quakec tho
itll never be done

v.saddu

hakita
remember
if dave starts saying things like "ultrakill sdk"
you say
"fuck no"
too bad avain man will never be done
i can barely make a game i would never understand an sdk
good thing avain man is on a grand total of 3-4 computers
zombie keeps trying to explain to me how 1 + 1 works and i'm just out here like no thoughts head empty
"So like, you add the values together and you get 2"
1 + 1 = 11
ok javascript
i guess I just find it odd people shit on games for using modern engines when Wrath and Ion Fury are both built in a modified version of an already hightly updated and modified source port xD
zombie b like
No you're absolutely right about that
It's difficult to say that they're "USING THE ORIGINAL TECH" because both of those games are on like
The most-far-removed-from-the-original source ports in existence
be a chad and make your game on the wolf3D engine
be even more based and give ECWolf the attention it deserves
itll be crazy when they make darkplaces run on switch for wrath :)
make a game on the catacomb 3D engine
I mean hey you could https://github.com/CatacombGames/Catacomb3D
what do you think zombies keyboard smells like ๐ณ
pain and suffering
feet
every keystroke withers away my soul
@analog pollen yeah the quake engine basically gives you free saving and loading
was a meme
it's a bonus part of the architecture
oooh
derp
forgot about last nights discussion xD
saving is the new SDK when meme and I don't know which one inspires pain more
Oh there is more that's going on? I just remember talking to Leon about save systems and stuff
Hakita was there ๐
No he wasnt derp
Hatsu was
Still learning everyone's names
Heh.
I hear if you say his name 3 times in a mirror he appears
Hakitsu
To be fair, Finland and New Zealand aren't real so I completely get the confusion.
entirely true
lol
||| code courtesy of the tf source leak |||
Music: Hall of the Mountain King
custom files --- https://pastebin.com/raw/e32aG4nP
[ hud / crosshairs / hitsound / killsound / gfx cfg ]
FAQ:
Q: How did you make that? What editing software do you use?
A: I use Adobe Photoshop, Pre...
how large is unreal, download size wise?
40 gigs ish.
FUCK
It's not that bad
It's pretty small if you dont build from source or download the editor symbols
nono... you're right... wtf
How my AI trying to be https://www.youtube.com/watch?v=5d4lULj50UM
finally, trepang 3
i was just saying that in my head
Hah, yeah, FEAR inspired UE4 games
I love that ragdoll at the end, so theatrical
Thanks! Yeah sometimes they behave like that. Other times they rocket straight up and clip into the ceiling
๐ physics ๐
Have you tried turning on CCD?
I use it for some objects, like thrown weapons
Maybe I fear it would be expensive on ragdolls?
The main issue is their initial velocity is sometimes crazy, I haven't had a chance to really dig into it yet
goddamn that's looking fresh
Thanks!
Does anyone here know any good riggers/animators that are looking for some contract work in the near future? Specifically viewmodel animation atm
@wraith beacon maybe
I'll probably hire https://ironbellystudios.com/ when I get around to it
Video Game Development, Arch Viz, 2D, 3D, Animation and Graphic Design Art Services.
you've probably seen their stuff on the marketplace, they make a lot of first person anims
I'll check it out! :D
Landmines.
Out of curiosity, do you guys prefer games where you carry your weapons into the next level or do you prefer where each level is entirely self contained? I feel like the latter allows for much more interesting level and encounter design thought the game as well as allowing modders to know what the player will have ahead of time.
depends on the game
Depends on the overall style of game and how the gameplay loop works
old shooters did it well with removing your weapons at the start of each episode
Games with a more sense or progression of each of levels is in a sorta world or episode tend to work better with keeping them, while ones where every level is more like a self-contained section work better with not keeping them
its like pistol starting in doom or intruder mode in dusk
Yeah, episodes makes sense for clearing Inv but I'm tempted to go for fewer larger levels with a pistol start and episodes are just settings
Also that impact game gives me hotline miami vibes with that weapon pickup from enemies thing
yeah @mystic orbit hotline miami is a huge influence, the gameplay loop uses the Hotline Miami quick level reset on death too
If anyone wants some neato water for unity! https://twitter.com/MissEmbyr/status/1260477270524866564
I made this Wind Waker inspired shader graph around 6 months ago and I had a few people ask me for a download so here it is! ๐
#madewithunity #unity3d #gamedev #indiedev https://t.co/85LyDCeJbq
https://www.youtube.com/watch?v=qC5KtatMcUw oh lawd... I really hope this isnt another huge jump like ue3 -> ue4
Unreal Engine 5 empowers artists to achieve unprecedented levels of detail and interactivity, and brings these capabilities within practical reach of teams of all sizes through highly productive tools and content libraries.
Join Technical Director of Graphics Brian Karis and...
why not
fortnite 2 engine
HOLY SHIT
that's a huge deal for indie devs!
@unique trellis no one wants to throw away most of their project's code and learn a new engine every 5-6 years.
It's definitely only called UE5 for marketing reasons
I expect a good an unt of braking changes...
I just hope they publish guidelines to stick to in the run up to migration
it's pretty good-ood-ood-ood-ood hl2.exe has stopped working
okey I agree that it's kinda silly that source will crash if you fuck around in the loading screen
we all know the most epic game engine is Roblox Studioโข๏ธ
No one gives cube engine enough love.
hmmm im actually interested
I would like to see that engine being used on a new singleplayer unreal or jazz jackrabbit, such a shame those ips being so unused.
I looked at the cube engine but it seems like a pain to work with D:
There are a few people working on spiritual successors thiugh
one more cool thing about source 2, is that you can scale up (or down) any model (even physics one) in any dimension
big chungus in csgo2 confirmed https://t.co/94tIqEe4CK
1041
that UE5 demo is crazy, fucking insanity level polygon density
Haha shoot device go BANG
Okay real talk but all these retro developers need to make something using the openmw engine once this fps craze is over ๐ That actually might be an idea ๐ฎ
That's lke dream project material if I just had a giant wad of cash, a computer and all the time in the world to just make an entire world from scratch
@indigo olive lol we think alike, my first gamedev project was in the openmw engine https://forum.openmw.org/viewtopic.php?t=5261
It was wayyyy to big in scope as first projects often are, so it has been shelved
thanks for the reminder to check on the status of openmw lmao
The multiplayer branch is very playable
yep it's really stable and well put together I need to try tes3mp but when those get merged it's gonna be the ultimate retro rpg engine
I just wish I had the time
what was the main time sink for you @candid dawn
Lol everything
An early test of the npc locomotion tech developed for #HalfLifeAlyx #animation #VR https://t.co/RzimudEuUI
2647
15574
Running away from the fart police like
@candid dawn listenting to some jordan peterson lofi hip hop? xD https://www.youtube.com/watch?v=1AHRfyO407U
Background music from Akira the Don
Holy shit you're the Impact guy... yeah holy shit we do think the same... what the fuck
how did you find working in openmw? is it archaic and crusty or makes a reasonable amount of sense compared to older engines like darkplaces
I was a newbie at C++ at the time but was able to figure it out - it was pretty fun to work with honetly. At the time the world editor wasn't really functional so I had to use the old Morrowind editor - that may have changed.
I do think OpenMW has a lot of potential to be the go-to engine for indie devs who want to realize an open world
I dunno about Unity, but UE4 requires a lot of work to get a basic open world system up and running. Building object permeance, inventory, NPC logic, etc. etc.
If OpenMW could streamline that and bring open world dev to the masses some exciting stuff could happen
but it is not there yet!
Yeah my main issue is serialising streaming levels dynamically and having systems respond when you load a chunk back up. plus it seems morrowind is just one big database wich is really cool although doable in modern engines
it's an interesting proposition for RPGs and like the quake engine the modding support and community is there
my main concern is performance with mre densely populated and systems driven games but I feel like I could really optimise things when it comes to the scripting language
have a "nextthink" equivelent variable
just something about having, steaming, savegames, time of day, and that kinda thing with limitations makes it appealing
^^^^
yeah exactly
Beth games are big spreadsheets behind the scenes, its a cool and powerful setup which opens things up for modders
but its a sizable undertaking for a small dev team to get running and debugged
I tried it in UE4, and while possible its something I'm going to hold off on until I can focus on it 40+ hours a week
for sure! I think if I was going RPG route i'd have a hard time deciding
obv there is a fair amount to C++ work to be done for that kinda thing
but like
it's just so set up for that kinda thing
and if you think about what UE4 gives you towards that kinda game with our art budget
it's really only things like volumetrics, console porting, things like that
the rest could be done with a shader
I wonder how hard clustered ligthing would be to implement in openmw ๐
haha
I'm not even sure openmw has instanced meshes yet
so good luck w/ foliage and forests :/
I was literally thinking about that xD
that cant be that hard to add though
wasnt that one of the things OSG was supposed to help with?
yeah theres been convos on the openmw forums about it
the support is there I think, its about implementing it
but my openmw knowledge is outdated now, I havent been following super closely
but in the end anything is possible as its open source, the question is how much time you want to sink when you also need to build the world + quests + game logic +++++++++
maybe? I flipped a config switch when starting my playthrough and it didnt have them but I assume I did it wrong
or the settings template I was using was for a newer version than the last release
since it's been a while
apparently
why is culling taking so long
and drawing
wtf
it's like 100% cpu usage for me outside and I always wondered why...
they have really shit culling it seems
well to be fair I have a 3 chunk radius loaded
but anyways, I definitely plan on tacking a beth inspired RPG one day, and I'll prob do UE4
oh yeah
and unlocked framerate
it was just pinning that core
been there
BUT THE BEAUTIFUL VIEW DISTANCE
like 60fps... on an i7-9570
yeahhhhh
they are doing something wrong xD
looking at tha tprofiler shot though
that's not the issue
they really need a rendering thread
ahh interesting
cull and draw were like 75% of the frame
someone is apparently working on it https://www.youtube.com/watch?v=DeWsFH9pdlg
tested on GTX1060/i3 , difference is better on lowend GPUs
(outdated) too much OQs
latest Windows built : https://ci.appveyor.com/api/buildjobs/aj3db7xt12qmqfvg/artifacts/OpenMW_MSVC2019_x64_2399_f4f1b7bcfa3b52f057db9237152da68e593986db.zip
Cull: Culling refers to discarding off-screen objects then passing the actually visible ones on to the render queue. OpenMW additionally uses this phase for any tasks that need doing for each visible object, e.g. updating its animations and lights
oh F
so it's not the scripting
but they are doign work?
10 months old, I hope something came of that ๐ฆ
it seems liek they do merge objects that share the same rendering state
which is kinda like batching right xD
Yeah this would be insane to try and implement in ue4
you'd have to have a queue of pending commands or something to be executed when loaded```
you'd really be fighting the engine
I need to stop window shopping and get back to work xD
tfw you find an annoying bug in Unity but putting together a bug report with a sample is more effort than you're willing to put in at the moment
@indigo olive I feel like that wouldnt be too hard to fight around. You'd need to have some abstract representation of every actor, so even when the actor is unloaded you can alter its properties + location. Then when you enter an area w/ the actor, the actor spawns based on that abstract data.
but yeah nothing in engine supports it
youd need a C++ backend for sure
yeah I'm talking specifically about integration with streaming
it's doable but you'd need some seperate way of addressing entities
haha true
but I think achievable with time
like it doesnt require anything revolutionry or new
just some coding skill and time
it's one of those things where you weigh up the pros and cons
in the case of a retro fps thequake engine offered brush based levels and modding... not enough convenience xD
openMW would let you focus on actually making an RPG
although unreal is comfy, idk, hard choice
ue4 is so comfy
the modding tools is a massive thing for me though
I wish unreal kept the old model where you can bundle an editor withthe game
Making a moddable UE4 game is a shitfest
ive heard ๐ฆ
but I hope openmw gets to the point where its a no brainer choice for a small open world dev team
right now its a big pro and con fest
I have a good idea of how to do it but I havent yet decided if I can be botehred
you dont need permission... only to distribute a binary though the store
you can stick to vanilla engine or make your fork available on github
as long as it is only visible ot the epic games organisation
not sure what the legalities of using the "releases" feature on github would be for a mod kit
side note, the fac tthat this is a thing really amuses me https://www.youtube.com/watch?v=oWPAGuPsQ4A
Yeah...the grind is real...must have done that run a thousand times
The frame rate is rather poor, probably because of the LOD functionality missing. Had to manually disable some parent references (e.g. CWSiegeWhiterunFireEnablerMrk) so that the civil war stuff is not showing.
afaik you're not allowed to distribute anything containing code from the UE4 editor
really is the same engine
unless you strike a deal like what ARK did and get it on the epic store
nah there is an exception for github
but uh, screw forcing people to use the epic store for mods
as long as it is restriced access liek the ue4 repo
so all users have to accept eula
also screw making people sign up for ue4 source access to make mods
I'm super unhappy with the whole situation regarding UE4 and modding really
so you can do it... just makes it awkward for people cause they need an epic account
makes me sad
yeah it's the main thing that kills it for me
but I'll shake my fists till they fix it
I swear I remember some facepunch folks were working on a moddable fork of ue4
dunno how far that got along
and it is, yes
lol
self deprecation ban
christian discord server
I do hope that releasing the Dusk SDK code leads to a wave of moddable Unity games at least
When that eventually happens
my concern is that it's based off of trenchbroom right?
yeah my concern is that if the mapping is based on that it's messy cause entitydefs + oop dont really mix
The SDK merely has support for loading the BSP files you compile the MAP files into
it's more of an architecture thing, you could write a game that uses them fine though yeah
The map loading stuff is only one portion of the SDK anyways, the bigger parts are like
loading models, sounds, videos, etc
As for the entity def stuff, I've got a few ideas for how to make that nicer
But only time'll tell if it works out
I'm interested in how you are approaching that issue
but I guess you dont wanna talk about it much?
Essentially we turn entities into components
blasphemy
You spawn a "base" entity, and have some point entities that target it and are translated into components
As for Quake/HL/etc entities that we have support for, they're basically treated like prefabs right now
I mean the temptation is to just have a lua interperator and script editor in game
The earliest versions indeed used Lua for scripting
make the game with lua as a replacement for quakec and just have unity as a backend xD
my problem is making a game the unity way + modding
but yeah that's solved by making unity just a backend
but at that point
I'd use godot
Yeah, while Unity has enough APIs to do it unlike Unreal, it still has plenty of friction
You have to kind of fight against the engine a lot
yeah... unreal's asset creation at runtime problem is a.... problem xD
yeah xD
the problem is that I strongly dislike unity's workflow
I dont wanna write my own engine I wanna ship something
if I liked Unity's workflow the SDK wouldn't be the way it is 
I often find myself disliking many editor-centric workflows
but tbh... I like the entitydefs + non oop scripting language
but that's probably because I come from a doom modding background
my problem with trenchboom is lighting and effects
I'd really wanna make my own bsp editor in-engine
all realtime
There's been a temptation to do that for the SDK at some point after 1.0
at tha tpoint the worklaod is huge
But it's not something even remotely planned until the rest is done
it sounds like the SDK isnt really a Dusk SDK but an entire reengineering of the game xD
It is, yeah
We call it an SDK because it gets the general point across more easily
or just be a side thing people can mod with
neato
does anyone here know skyboxes for UE4
ive been trying to import this one and according to the docs on cubemaps all of these settings are correct
but when i import the .dds file i just get this error
Error: DDS file contains data in an unsupported format.
Error: Texture import failed
can anyone see what ive done wrong or point me to another program that generates dds cubemaps that works for unreal
Unfortunately not, not really my area of the engine
I think the ue4 slacker graphics channel could help
Have you tried the Unreal Slackers discord?
but maybe youve already tried
^^
na i havent tried that
this is spooky
could you dm the link please
lol
ive never heard of that server before
its the best
I cant link other servers in here apprently
Unreal Slackers is a Discord community where Unreal Engine users come from all over the world to socialize, get help and share their work. All skill levels & backgrounds welcome.
mods pls no nuke me for this http s://di scord. gg/ unreal-slackers
not self promoting
thanks
ask in graphics not general
aite
but yeah... I was perfectly happy with Unreal for my game and now you have me looking at making a layer ontop fo godot... I hate ya'll
Introducing... Trophies! The newest collectibles in Golden Souls 3!
Youtube: https://t.co/uQldko7UIw
#goldensouls https://t.co/fe3xeYztn9
The artstyle on this is crazy good. Doom mod?
Yeah!
bless doom modding
Just an idea for how Duskdude might function/play in something like Quake Champions. Bear in mind, I haven't played QC in a while, and would merely like some feedback on spitballs.
Duskdude would be a medium-size champ, but slightly lighter, with higher speed, and lower max health/armor.
Ideas for his passive abilities would be:
isn't dusk dude in that doom mod
Dodge flip: he takes 20% less damage from enemy ranged fire, when actively/willingly airborne. (I.e.: whenever he's NOT thrown into the air by enemy knockback.)
Seems he already is, but just feel this would be a fun little idea to toss out there, for the sake of feedback. I'm a game design student, and would like to just share these.
Slide Dash: Whenever he lands on the ground, after jumping from a particular height (roughly twice his average jump height, or more), he gains a minor speed boost, that lasts for 0.5 seconds, and returns to normal running speed over 1.5 seconds
Active Ability ideas:
Magic Bolt: Duskdude shoots a magic crossbow bolt, that's a small, fast-moving projectile, which passes through enemies and walls. Medium-Low damage, but damage increases the farther away the target is (somewhat akin to the crusader's crossbow from TF2).
Serum of Blistering Heat: Duskdude injects himself with the serum, that mimics the effects of the DUSK version, within a certain radial aura around the champion, for the duration it lasts. Duskdude's movement speed is slightly reduced (by roughly 12%), but hostile things within it are slowed further. Projectiles are slowed, down to 1/4 their speed, and enemies are slowed down to 1/3 their speed.
(I'm unsure whether or not it would be better to have it work with, or without Duskdude's movement. To make it actual Superhot style, or just bullet time)
Rune of Rapid Fire: For a temporary period of time, Duskdude enters a form of rage that affects his weapons. Projectiles travel faster; while hitscan weapons hit twice (but are reduced in damage by 25% and have 15% less accuracy)
(Admittedly, this one's difficult to separate from BJ's ult.)
So, what do you guys think?
https://realtimecsg.com/ sigh... this might be enough for me to go running into the hands of Unity again...
we use RCSG for gloomwood
and maximum action now
its quite good
however, it will be replaced by chisel
same author
chisel has some REALLY good features
๐ฉ
Chisel looks awesome but from what I understant it's not really ready even though ti's available?
I cant remember who's suggestion it was but while playing around in unity I made a shader that does the nice filtering of tiny pixel art textures instead of scaling them! ๐ Could probably backport to unreal too tbh.
Without...
With... I dont thinks it's as good as the upsampling technique but it's really nice!
The lighting difference is just other parameters of the PBR that doesnt match
so you dont get as nice texture filtering up close however you do get decent mip mapping and AF
<@&249011167937298432> <@&451873325136740353> <@&440264780557844490> what networking solution are you using for the game? o.O
yep...
sigh why is ther eno game engine that can just do everything reasonably well
lol yeah its uh
the brush based level design is a killer thing for unity... the networking is for unreal...
its a whole thing
and yeah chisel isnt really ready at all
so RCSG is the best bet right now
unity HAS some networking stuff
but its current for is extremely complicated
and kind of a mess
very WIP
this shit
its a good networking implementation, but its very not ready to be used by humans
yeha I noped out of that one xD
the right move
just gimme rpcs, reped vars and a dedicated server and I'm happy ๐ข
there are 3rd parties but they are messy af
oh, side note, this shader looks fucking NEATO with a non grid texture
quite happe with that, and it's a 32x32 per tile texture, none of that scaling shit xD
I'll check it out!
its basically just modified unet
ohhh neat!
Global cross platform multiplayer game backend as a service (SaaS, Cloud) for synchronous and asynchronous games and applications. SDKs are available for android, iOS, .NET., Mac OS, Unity 3D, Windows, Unreal Engine, HTML5 and others.
time to see if the skybox works
it works
almost corrupted my game like
twice but it works
i demand cerebral bore
that is absolutely on the list

I like Turok 2's gameplay but it's level design smells.
razer wind would be sick too
i have a pretty good idea of how to do that one as well
and lets not forget
the n u k e
I AM TUROK
i will eventually get around to having widescreen sprites as well, these 4:3 ones are just grandfathered in since technically this is an officially sanctioned zscript port of an existing mod
Because you haven't turned the volume down probably.
i'll do that
cut a new trailer for my FPS project: https://www.youtube.com/watch?v=nJAJjL9Nh3k
STEAM: https://store.steampowered.com/app/12...
DISCORD: https://discord.gg/Q5EGAWc
MUSIC BY FLOATING DOOR https://www.youtube.com/channel/UC8uapRu8ei9OHmn8hfjW0AQ
Looks awesome
thanks ๐
Flipping action engaged
It looks good but those light bricks still put me off
In that case, problem solved
๐

Hi there! I wanted to share my free indie game with you since we're all in this server I'll suppose you like retro games as much as I do ๐
https://selewi.itch.io/rottenwood-lake-project
looks cool
Thanks!
Hey the Hell Hunt demo is out! https://twitter.com/T19gs/status/1261289610518294531
Hell Hunt Demo Out Now!
DEMO includes the first 2 levels in Episode 1, you can use a total of 5 weapons.
Download here: https://t.co/tnnIgB9zL3
HD trailer: https://t.co/kY887q4Pa2
Welcome to RT! and tell your friends
#retroFPS #pixelart #FPS #indiegame #indieFPS #indi...
143
285
yeah it looks great but it plays rough
helped the dev fix a bug earlier today but it's gonna take a while for him to polish the gameplay
Releasing a demo before it's ready is not a good idea... like sharing build with a small community of people sure but like... "Here is my demo." isnt a good look if you're right
One shot at a first impression ya know
yup, from what i talked with him he assumed that a public demo would be a good way of polishing the game so he hadn't done private testing beforehand
what was causing the kerky mouse issue? how do you fuck that up? xD
I'll probably be fairly open with development sharing builds in random discords and friends but I sure as hell wouldn make it look like entering early access
the mouse input was in FixedUpdate which he had setup to 60 frames per second, meaning anyone playing at a higher framerate than that would have the mouse movement not update every frame
which this kinda does
oh
oh no
I mean it's his first game so still impressive
but that's not a good sign
he definitely seems like more of an artist than a game designer, but he seems to take feedback well so hopefully he'll improve
he disabled the unity launcher but hasnt added video options
or audio options
alt+enter doesnt work
it resets to fullscreen and breaks alt tab
yeah I might hit him up for texture work actually it looks really good but... the melee anims and the delay...
with some time this could be great though... he needs to play more dusk though ๐
i would recommend sending your thoughts about the game to him through twitter DMs or the itch.io page, he can't improve without knowing what he's done wrong after all
I might, I just dont like the idea of hopping in someone's dms to shit on their work
but I mean this is a nice exception because of the promis behind it
you can mention things you do like about it first
Oh yeah this is real rough
Also apparently you have pistols from the start but the game doesn't tell you and your first equipped weapon is the dual swords that can be used as a javelin
so I went through a good stretch of this demo wondering when the pistols were gonna show up then accidentally pressed 2
The movement is really weird and diagonal movement gives you an absurd nigh uncontrollable speed boost
float yvel = vel.y;
vel.y = 0;
vel = Vector3.ClampMagnitude(vel, movmeentSpeed);
vel.y = yvel;
``` fixed
well I mean it still has non linear acceleration, there are ways to fix it properly but it's enough for government work
The hit detection is super off, it's hard to actually hit anything with the swords as a result. I think the hitboxes might be smaller than the actual model which is no bueno
do it to teh input not the velocity is the proper way
question: locational damage or old school BOXES for weapon detection?
as in what do you prefer
depends on the game
I mean personally I like hitboxes for games that are trying to be more like oldschool FPS
or you can do it like ULTRAKILL does and have locational hitboxes but make em extra big so they're lenient like oldschool hitboxes
I was planning on doing chonky limb damage boxes
hitscan weapons will have point accuracy obv but rockets and stuff would have quake style chonky colliders
big brain
If you're too specific with how accurate the player has to be in an oldschool FPS it tends to just feel like the weapons aren't as accurate as they should be as opposed to "oh my aim sucks"
That is definitely the way to do it
Because enemies will likely move on you quite rapidly
also, I forgot you can animate inside of unity
dont do it tho
why?
iirc david did that for dusk and it was a nightmare to fix
I cant animate for shit cause the animation workflow in blender sucks ass
works fine for me
Personally I think the spear throw is a lot less useful than it should be as well
The long cooldown time with no way to pick the spear back up manually to regain the swords is mildly annoying to begin with and then you're rendered without any kind of melee for the duration
I'd be happy to pay for you to take me though it sometime? :3 I know how to model in blender fine and will probably only take a couple of hours, I'd ask the guys at work but they are all Maya peeps
sure, i can probably teach you the basics at some point
Awesome thanks! will probably be a few weeks before I can get around to it as work is pretty crunchy atm and I'm planning on porting the game to unity for dat sweet realtime CSG
sure, don't have any plans yet
What method are you using for level creation btw?
this is all stuff that's outside my sphere of comfort and knowledge so have been learning ๐
although unity is really making me question it right now as I cant get emission to work with hdrp at all unless I check use emission intensity and bump that to like 1000... which doesnt sound bad till you realise they dont expose emission intensity to Shader Graph
probuilder, would switch to CSG but i've got a weird workflow because of the whole PSX thing so surfaces have to be divided into grids
Unreal just works ๐ฆ Unity has the plugin support.
ahhh yeah makes sense
I remember doing a destruction thing that used tesselation to make things like explosions put dents in the level... for that demo it was such a pain making sure there was enough geo for the effect ๐ข
@indigo olive what kind of music do you intend on putting in your game
I'd love to have Koven and Virtual Self on it but I doubt that would happen
idk who that is
โ Follow UKF on Instagram: http://instagram.com/ukf/
โ Pre-Save 'Butterfly Effect': https://monstercat.ffm.to/butterflyeffect
Taken from Koven's debut album Butterfly Effect, out tomorrow via Monstercat.
Koven
Like โ https://www.facebook.com/KOVENUK/
Follow โ https://twitter....
obviously neither of those songs could be dropped into a game
but I love their work and it fits the universe https://www.youtube.com/watch?v=hfPnq3i4Udw
VIRTUAL SELF - ANGEL VOICES (Official Audio)
subscribe for more music & videos: http://porter.fm/youtube
ARTIST: VIRTUAL SELF / VIRTUAL SELF MEMBER "TECHNIC ANGEL"
TRACK: ANGEL VOICES
Technic Angel's remix of Ghost Voices.
๐ผ'๐ ๐๐ข๐ ๐ก ๐ก๐๐ฆ๐๐๐ ๐ก๐ ๐ฉ๐๐๐ ๐ฆ๐๐ข ๐ข๐๐๐๐๐ ๐ก๐๐๐ ๐๐ ๐๐๐ก๐ก๐๐....
@analog pollen sent off like a wall of text and he seemed quite happy with the feedback actually
which is a nice change from a lot of people ^-^
i know right
to elaborate on the animation thing
animating models inside Unity is a nightmare if you ever intend to use those models anywhere else, because you can't get those animations out of Unity unless you write your own exporter
oh yeah for sure! what was the use case of extracting tthem though?
I'v ealways used proper anims in stuff but being able to animate myself natively in the editor and not have to worry about the import process is a huge plus
but it may be short sighted if you know of reasons you'd wanna export things?
what if you decide to switch engines again
I'll cry
I'm trying to really test everything before commiting tbh
the fact I'm having trouble with fucking emission of all things isnt bodeing well
switching engines, handing them off to other animators for cutscenes, modding support, etc
animating in-editor is best left to things like the movement of a camera for an ingame cutscene
imo
yeah, it makes sense for sure
but if you're just making a small game that you don't intend to expand I don't think it'd matter much
I'll have a session with @analog pollen at some point and see how it goes, it's one of those "do it right or just make a fucking game" questions
yeah
I dont rememebr who mentioned analysis paralisys but I'm definitely in that stage
using blender with unity is real easy and painless unless you fall into the trap of directly using .blend files instead of exporting to .fbx
me and zombie had a ride with that one
everything's a trilogy these days
how the hell do you animatetwo objects together? o.O
why would you curse me so
like two characters shaking hands
I've done the blender thing for the weapon in my game
but like... the workflow for animating it in the hands instad I cant find info on
well I'm sure id find it if I sat down for a few hours and watched a proper course
but ADD... xD
I'm not an animator so I wouldn't know many of the details but I'd imagine you make a scene in blender with both models and animate them, and you can then save the individual animations into each blend
i did that for the shotgun at some point, i dont remember specifically anymore but it's like a child modifier or something that you can set to change from 0 to 1 with keyframes to make it act as the child of another bone
no wait i think i misunderstood
I mean I think I worked out at the time how to add a child
but like
how do I animate two object sin one scene
so I have 3 blend files, pistol, arms and pistol_fire
and pistol fire has two anims in it one for the arms and one for the pistol
and then exporting the fbxs seperately
i'm confused
why
why not just have one blend file with the pistol, arms and animations in it
version control
and it gets messy
and it's still two animations to export that I dont understand how
unless you're saying have all the models in that blend file
in which case
ew
๐ค
there probably is
you wouldn model a horse and a player in the same file just because they interact would you? o.O
you'd just end up with the whole game in blender
no but i would make unique viewmodels for every weapon
Blender Game Engine 
oh....
ยฏ_(ใ)_/ยฏ
yeah that's not really how it's usually done but I mean it looks good in ultrakill
our animators list link everything into maya and animate them as a scene and select an object before exporting and it only exports that object's animations
but when I linked in blender I couldnt edit the object's armature
and I was stumped and just gave up
never done it that way so i dont know, guess i cant help you after all
I'm sure you'll have some useful stuff!
just doing it that way would set off my OCD
like what if I needed to change the hands?
yeah that'd be messy
Incase anyone was curious, this was the cause of my emission woes, they hid the intensity in a seperate node https://forum.unity.com/threads/emission-only-showing-in-material-preview-windows.891073/#post-5854678
I still havent fucked with the node graph for shaders
i usually just write them by hand
need to get around to learning it
I need to get around to learning hlsl tbh
Unreal meant there was no reason to bother xd
I mean in theory shader graph does that too
I love ue4 material graph
how hard is it to do something similar to this where you're just modifying inputs to the PBR node?
I am very dumb but it let's me write shaders like cool guys
Yeah I should probably learn HLSL so I'm not constantly banging my head against the wall with UE4's material editor which is a nice material editor but I like doing this that it isn't meant to be doing.
