#general-modding

1 messages · Page 77 of 1

indigo shard
#

how can i be productive when theres all this smh

indigo shard
#

i got the ammo to save over scenes

#

its probably done in a really idiotic way but it works

balmy granite
#

dunno if this is the appropriate channel, but I've been "modding" Iron Lung lately to see what's going on behind-the-scenes

#

figured it was basically a New Blood game anyways and there isn't many other places to post something like this

indigo shard
#

oh nice

#

yeah this is probably the best channel for it

balmy granite
#

cool cool

rotund garden
#

it definitelly became a very dangerous territory now lol

indigo shard
#

yup

crimson tapir
#

Then make it multiplayer and corner the market, lol. UT4 is still dead, nobody cares about OW2, and Valve is doing its damn hardest to kill TF2

spare scarab
#

Any1 knows a way to change the default settings of a new material in unity? So i dont have to adjust it to something i need every single time

pure jackal
#

You can't 🙃

spare scarab
#

tf

#

for real?

untold niche
#

It seems like you'd need to edit the code in the render pipeline asset

#

Don't quotes me on that though

pure jackal
spare scarab
#

not what i meant

#

i mean when clicking create -> material for which you can then apply something

#

it has a bunch of settings which i dont like by default

#

imma show which

#

for example if i want the smoothness to be at a different level when i create a new material at all times

tranquil oracle
#

You can create your own "create material" button, but I don't think you can override what Create -> Material does

#

There might be a way (SRP probably needs that to override the default shader) but I don't know how myself

spare scarab
#

shimd

crimson tapir
#

Because if that's what you're trying to do, it's a bit of a ghetto solution, but create a material with the desired default parameters, name it "base" or "default" or something, then when you make a new material, instead of creating a new material, just duplicate the default one, edit it however you need, then move it to whatever folder it needs to be in.

spare scarab
#

that

#

actually sounds fine

#

dunno how i didnt think of that

#

thanks

crimson tapir
#

Yea, np

arctic radish
#

I'm conflicted
I wanted to name my game (previously known as Universal Kill Switch/ MaxSine) "From Dust to Rust" but it's bit of a mouthful so I tried to shorten it down to "Dust to Rust" and now I'm trying to decide what kind of title card I'm wanting to go for design wise
and it's not workin out too well
So I'm honestly tempted to name it just "Dust" due to there being an already existing game named Rust, but now I'm like "It fucking sounds too much like Dusk"

Help?

leaden granite
#

If you keep the title as from dust to rust you can just shorten it to "FDTR"

#

or if you don't count to, it can be "FDR"

arctic radish
#

"From Dust Rust"

leaden granite
#

franklin d roosevelt

indigo shard
#

hmm

arctic radish
#

but idk
it's just adding those "from" and "to" that just kinda screwing up the name
but just naming it "Dust Rust" sounds not good

leaden granite
#

what about "dust AND rust"

indigo shard
#

i think dust to rust works pretty well

untold niche
#

guts and ducks

indigo shard
#

imo "from dust to rust" is best but it is a longer name

leaden granite
#

what's really the issue with a longer name

arctic radish
#

RAD
Rust and Dust

indigo shard
#

ooooh

indigo shard
#

recognizable

leaden granite
#

fdr isn't a good nickname?

arctic radish
#

and also I want a game title that rolls off the tongue

indigo shard
#

i think rust and dust is really good

#

got the acronym

meager valve
#

Drust

arctic radish
#

Crust?

leaden granite
#

ugh, do not like that word
crust

meager valve
arctic radish
#

I think I'll settle with Rust and Dust for now until I come up with something better
because I want to fit the Title card name in one go
Like how you look at game names like "Ultrakill" or "Dusk" you can fit the name all in one go/text/card
and not have spaces or gaps between

indigo shard
#

yeah

leaden granite
#

just want to say now, i have dibs on the name "harvest"

indigo shard
#

with games like that you usually want something quick and easy to remember, "ultrakill", "dusk", "cultic" and so on

arctic radish
#

"Synthetic Hunger" was another close candidate for me wanting the name to be besides the words Rust and Dust

leaden granite
#

aw fuck that sounds so cool can i have that

untold niche
#

you could concatenate two words into a single name like how ultrakill is the merging of ultra and kill

untold niche
arctic radish
#

"Synger"

#

hmmm

leaden granite
#

syngergy

crimson tapir
#

"Knifey McKnife Hands"

untold niche
#

bulletshooter

leaden granite
#

wait so what is the game actually about

untold niche
#

Ye I wanna know

crimson tapir
#

"Meat Mittens"

arctic radish
#

the whole point of the game is that you're a Synth
and your organic parts are always hungry due to powering the robotic parts of itself
so you need to consume organic shit to survive, oh yeah and time loop shenanigans as well

leaden granite
#

goddamnit everyone has cooler ideas than me

#

that sounds fucking metal

indigo shard
#

damn thats cool

#

yeah

untold niche
#

Maybe you could incorporate the time loop part into the title

arctic radish
#

SynthLoop

leaden granite
#

Call it Looper

#

like the movie

#

looper

indigo shard
#

deathloop

untold niche
#

rustime

indigo shard
leaden granite
meager valve
#

manocrust leonthink

untold niche
#

Rustius

indigo shard
#

trust me calling it deathloop is a good idea hehehehehhe

arctic radish
#

Rotting Metal

#

Got nothin

#

MetalRot

meager valve
#

Merot

leaden granite
#

WAIT I GOT SOMETHING:
Organized

indigo shard
#

damn now im thinking about the name of my game

#

got nothing

indigo shard
untold niche
#

I've got dibs on the name Ringlorn btw

#

I will come to your house and shank you if you use it

indigo shard
#

k

arctic radish
#

I like Synger

#

just "Singer" but spelt funky

untold niche
#

Yeah me 2

indigo shard
#

yeah thats good

leaden granite
#

What about just "Syn"

untold niche
#

It kind of reminds me of sunlust and sunder

leaden granite
meager valve
#

CUM: Divine Sodomancy

indigo shard
untold niche
#

what if you fused synth and scythe

#

Like scynthe

leaden granite
#

Well, i guess i can ask for some help now:
I want to make a game called Harvest, and have it halloween/fall themed, but i don't know what to make it about

indigo shard
#

two ways you could really go

untold niche
indigo shard
#

1: farming sim

#

2: fps game

#

harvesting the souls of enemies

leaden granite
meager valve
#

Sounds very broad...

indigo shard
#

lmao

leaden granite
arctic radish
#

what about BoTW based open world cellshade-

indigo shard
#

celshading my beloved

#

uh yeah you could harvest souls

#

grim reaper

#

but with guns

leaden granite
#

i actually have a decent idea about what the gameplay will be like, it's just the overlying story and explanation for stuff i need help with

indigo shard
#

now i want to use this idea damnit

leaden granite
#

you can use that soul reaper idea that's not what i want to do

indigo shard
#

aight

#

might add that in to my uh

#

wacky quirky bad game

#

:)

untold niche
#

Earthbound inspired?

indigo shard
#

nah

#

similar to dusk

#

fps game

#

the levels become more insane as they progress

#

starting out in a town trying to catch some goons

#

end up in a horror cult like area

crimson tapir
#

So literally Dusk

indigo shard
#

yes

#

but wacky

#

i dont know any of the specifications i was just really inspired by dusk

#

i promise it wont be as much of a ripoff as it sounds

leaden granite
#

i don't just want to make it about like, a halloween cult or something overused like that

indigo shard
#

yeah cult fps games have been popping up a lot

#

cough cough cultic

#

im gonna try to steer my game away from that

untold niche
#

Maybe it starts out like as a really cheesy not very scary halloween cult but then it steers into a more psychological horror approach

leaden granite
#

i feel like i would want to make the enemies in my game less organized, not come from a specific main threat

indigo shard
#

hmmmm

#

let me think

indigo shard
leaden granite
#

i'm more, evil dead 1 horror

indigo shard
#

lmao

#

we need more games like that

#

so a more jokey approach almost?

leaden granite
indigo shard
#

yeah

leaden granite
indigo shard
#

oh boy thatll be fun

leaden granite
#

so like a giant pumpkin creature would be one of the enemies but it also ludicrous amounts of gore

indigo shard
#

eheheh

#

good old 80s horror

leaden granite
#

actually that gives another idea, has anyone made an fps game where one of the enemies was just a sentient glob of viscera

#

cause i want to do that

indigo shard
#

thinking

#

probably but none come to my head

crimson tapir
leaden granite
#

ok fuck that sounds really interesting

untold niche
#

I like that

crimson tapir
#

Thanks

pure sleet
arctic radish
#

first enemy design for the game

indigo shard
#

Chad bucket head

#

That is their name now

crimson tapir
#

Cool, is he just the basic melee grunt, or does he shoot lasers out of his eye or something as well?

arctic radish
#

this guy is just a generic stabby guy
however he can if you're within a range throw his knifes (however he does need to go pick up said knife if he misses)

crimson tapir
#

Ah, cool, so he gets 2 shots before he has to go pick them up?

untold niche
fast vault
#

Some greyboxing tests

pure jackal
#

POOOOG

indigo shard
#

ayyyy

arctic radish
#

1 layer of idle frames done

crimson tapir
#

Sayonara, Photon! It's MY server now.

indigo shard
#

another one joins the game making ranks

keen bear
arctic radish
#

Crystal Marcher miniboss (rough design)

arctic radish
#

enemy AI is now in progress
And so far I'm liking how I set up making enemies code wise loaf

merry lotus
merry lotus
#

I'm gonna go back to working on New blood kart around the 29th

indigo shard
grave geyser
#

I can't believe I've made twitter just to have better organised posts

#

Well, I booted it up once in a few months again for this, so enjoy:

#

A Half-Life: Alyx map made for a greybox map jam, that presents itself as a regular Museum.

But there is much more to be found... beneath...

#

I can post those screenshots in better quality here, if asked.

Anyways, thoughts?

arctic radish
#

pepeWhy Not even half way done with the sheet and my hand hurts
I still need to animate:
-Left hand throw/slash
-Right hand without knife
-Left hand without knife
-Both hands without knives
-Jump
-Land (heavy)
-Gib/death
-Pick up knife off wall/floor/ceiling

#

Why must hand animating be death

spare scarab
#

dusted off blender

untold niche
#

Nice piece bro approved

spare scarab
#

the bolt is kinda eh

#

too lazy to go back and fix tho, this is just to remember where is everything in blender

#

thx

echo gorge
#

Good stuff

indigo shard
#

Ayyyy nice

spare scarab
#

topology isnt the best in 1-2 places but eh whatever it's fine

#

I was just so piss frustrated with unity that i went to blender's embrace

fast vault
#

Re-adding enemy gibbing in my game. Also taking some cues from Doom Eternal for showing when enemy health is low

untold niche
#

Now this is a knoife

indigo shard
#

ROTATE

arctic radish
#

in game environment modeling and texture making is now in the process loaf

rustic holly
#
ArtStation

This was a small series of semi-stylized urban materials I made over a two and a half day period in Substance Designer (excluding palm shader). The palm shader was modeled in Blender and baked in Substance Painter, taking advantage of the new opacity baker. I drew inspiration from the likes of GTA IV/V, Skate, and Uncharted for the style of the ...

arctic radish
#

concept art wip of the main character

#

very true to my code atm

indigo shard
#

so i think im gonna take a little break from the game designing right now

#

i kinda got obsessed for 2 weeks then tired myself out on it lmao

arctic radish
#

yoooo based

#

I do that all the time

#

like right now

indigo shard
#

literally was like "time to think about this nonstop for 10 days"

#

and now i have no ideas

#

so breaktime it is

arctic radish
#

for me it's code/art burnout cycle

indigo shard
#

understandable

arctic radish
#

where I code nonstop then I make assets and want to constantly make more art assets and then I drop coding for art for like 3 months and then I get burnt out on art then the cycle renews when me having a huge boost in motivation to code

indigo shard
#

the cycle repeats

#

ive heard its like that for a lot of devs

#

being a full time game dev seems scary

#

i wouldnt last a month lmao

arctic radish
#

oh I don't do dev professionally

indigo shard
#

i know

#

just brought it up randomly lmao

arctic radish
#

I just have a lot of time on my hands due to not being in collage and no one locally wanting to hire me (legit I tried 8 places recently, fuck them for saying "we'll hire anyone" and then single out people and close their doors saying they've hired ONE person the next day)

indigo shard
#

damn

#

hate businesses like that

fair thorn
#

Imagine having big idea for a game,that probably can change lil world of fnaf fan games forever,but every attempt at doing something goes into nothing because u lazy af goldensmile

indigo shard
#

😔

fair thorn
#

But,fr,i don't like state of fnaf fan games rn
Can i discuss this here tho?

arctic radish
#

Legit Fnaf fangames are at thier all time low, pushing "WHAO NICE GRAPHICS" above actual replayability and diversity

fair thorn
#

I am not really about it

#

Most of the fazbear fanverse games are silent af

#

Only flumpty 3 was released so far

#

Candy 4 is silent as hell, which is sad,cus i probably could steal some more character bases xd

arctic radish
#

You make good graphics, it'll get a following, you make a fangame with actual diverse gameplay and replayability with less than the "Standard good graphics" then it'll get maybe 50 followers at max

fair thorn
#

Popgoes evergreen and tjoc burned collection also silent
Jolly 4 not silent,but pretty much no gameplay was shown

#

Aftonbuilt was cancelled but had cool concept

arctic radish
#

Popgoes Evergreen iirc got fucked by other Fangame devs for leaking like
a LOT of other fangame shit

fair thorn
#

I mean

#

It's not bad actually

#

When devs of each game silent af

arctic radish
#

nonono

#

https://www.youtube.com/watch?v=T1sqw39IhRc
ignore the clearly clickbait style thumbnail
This is what happened recently with Evergreen and a lot of other Fangame shit

It has recently come to light that several prominent fangame developers were allegedly operating a secret community dedicated to acquiring unreleased materials from upcoming fangames. It looks like they amassed these assets to try and obtain leverage over other prominent fangame projects and creators.

Do not bother ANYONE mentioned in this vide...

▶ Play video
fair thorn
arctic radish
#

ngl Fnaf fangame devs are elitist and reject anything that would Gameplay wise set them apart of other fangames
So that's my stance

I use to make Fnaf fangames with others back in 2017 to 2018 and even back then it's a garbage heap for developing fangames that were diverse and "out there" with ideas and concepts. No one's willing to change that. No one wants to change that.

fair thorn
#

I actually liked FNAF SB for one reason

#

It showed how to NOT make a fnaf fan game

arctic radish
#

Well I mean

fair thorn
#

But,i had idea in my head

arctic radish
#

some aspects yes, it's hella scripted

fair thorn
#

What if i could use fnaf sb kinda concept

#

And make it actually scary

#

Fnaf sb not scary because, lighting too bright and wacky,also the characters,all animatronics stupid,you have bugged to shit camera,you can just run past them

#

Only kinda scary one is map bot on release

arctic radish
#

you know that SB had a omega update like 2 days ago, right

fair thorn
#

It's not omega update for me tbh

#

And i don't believe dlc would be any good

arctic radish
#

oh that's fr

fair thorn
#

And,this dlc didn't fixed main issue with this game

#

It's existence goldensmile

fair thorn
arctic radish
#

NGL I though that the game would follow in the footsteps of Alien Isolation given how the save mechanics worked
boy was I wrong

fair thorn
#

Save mechanic sucks,and can be exploited easily

#

Like everything

#

Legit,i finished all 6 endings,by using shit tonn of glitches,and debug mode

arctic radish
#

ngl this was the FIRST attempt at translating Fnaf to full freeroam open world ~~with the most incompetent devs at the forefront of it all KEK ~~

fair thorn
#

Legit

#

Most wanted 2012 dev history is very similar to FNAF SB one

arctic radish
#

?

fair thorn
#

In both,devs tried to make everything in limited time

#

And completely failed

#

So they cut most of the original ideas

#

And made half ass game

arctic radish
#

Ohh yeeahhh
I forgot that there was going to be a story with SB

fair thorn
#

There are some story

#

Mat pat tried to connect the dots,but it's sounded more like story made while drinking 100°c vodka

arctic radish
#

well isn't that 99% of Matpats content still?

fair thorn
#

Nah

#

He actually does good vids

#

It's only sb where he was talking gibberish

#

Because that how steelwool made the""""" ""story"""""""

#

Also

#

Like with mw 2012

#

Story was effectively cut

#

Still impressed how both of this games dev histories are similar

#

But fnaf sb is still largest "open world" fnaf game

#

No other fan game had something similar

wraith beacon
#

Debug textures and bad uvs aside, these are infact, rocks.

fast vault
#

Very nice!

earnest lily
#

solid

desert shard
#

Tried adding some oomph

fast vault
arctic radish
#

"casually approach kid" energy as well

crimson tapir
#

Rough concept art of the villan of DAYBREAK episode 1

#

I drew his legs a bit too short

#

"The Shadeborne are a reclusive nation of cyborgs that have been given prophecies of DAYBREAK thousands of years ago. They live in such intense fear of DAYBREAK that they purposely fill their planets atmosphere with smog to blot out the sun, drape themselves in heavy cloaks, and replace their flesh with steel so their skin will never be touched by the rays of the awoken suns. The most devout amongst them even ritualistically peel out their own eyes so they may never see the light of day."

unique trellis
#

Sunrise... Be Free.. To Run....

#

Sun, Sun, Sunrise... Over your Head... Be Free To Jump

pure jackal
#

No Big-Phat™️ update for NBK just yet but I did add some more details to the duskdude model, wounds on his back from the E1M1 hooks, and the grangly teeth from the end screen

merry lotus
#

:)

leaden granite
earnest lily
#

I love how he's looking

untold niche
sudden imp
#

Life goals.

pure jackal
#

I regret sharing anything with you animals 🙃

untold niche
#

wdym

#

I mean it makes sense for his character to not brush his teeth or have any hygiene at all, probably lost his will to live after his family died

arctic radish
wraith beacon
#

Rocks.

indigo shard
pure jackal
#

cyoob

crimson tapir
#

We now have synchronized tick rates between the clients and the server, as well as server athoritative movement (client prediction pending). The players can jump, look around, move, stand on each other's heads, and that's about it.

#

I'll start porting over the movement mechanics from the photon version tomorrow

crimson tapir
#

Does anyone know a good way to do volumetric lighting in unity?

fast vault
#

Sounds like an HDRP thing, but I haven't messed around too much with that

swift glade
arctic radish
wraith beacon
#

Flowers.

balmy granite
humble dagger
#

game dev mellow

desert shard
#

Added a stun system and grab mechanics

merry lotus
earnest lily
unique trellis
#

that looks cool

#

what game is this?

merry lotus
#

Here's a remake of my first game ever

I made it in javascript
in under 2 days
it kinda sucks
but eh

#

I haven't tested it in any browsers other than chrome

#

Every time you click space, the gravity changes

#

that's it

indigo shard
#

oooh nice

desert shard
unique trellis
#

My Typa Game

#

looks Gud so far

#

Keep Et Up

boreal imp
meager valve
#

The mystery of a black box hark

fast vault
#

Throwback to an old FPS I was working on in early 2021. Unfortunately the project file got corrupted and I was too much of an amateur to make backups

grizzled cliff
#

Those are great gun sounds

echo gorge
#

Oh hey i remember this it was awesome

wraith beacon
#

Texturing the rocks finally.

#

Still a wip on most of them but.

pure jackal
#

Type to Texture Rocks

merry lotus
#

I love how the style of the game fits perfectly with hatsu's art style (obviously because it's made by hatsu) but you could take a screenshot of anywhere in the game and it would look like one of his drawings

#

fucking cool

sudden imp
#

Is this another project?

wraith beacon
long leaf
#

Yeah so my game is a sidescroller with an emphasis on big shooty and quick movement. The rest of the ideas have shifted a bit? initially it was supposed to be a sort of snes era game but I kinda digged pc98 era graphics (admittedly a lot of those games were porn but I can't knock MS gothic), and the story got more kojima-y in the sense it made no sense. And then my UI ideas got kinda wild

#

so it went from somewhat same to mildly neurotic

arctic radish
#

hhOLY shit this took a while to manually texture
However I'm not satisfied with the textures in general at all
will def retexture or entirely remodel at a later point

long leaf
#

I know just enough physics to make some complete pseudoscience bullshit

fast vault
#

Looking cool!

wraith beacon
#

Also unlit for good measure.

merry lotus
#

lit looks better imo

wraith beacon
merry lotus
#

ah I see

untold niche
robust ridge
#

Me, a spanish guy BIGJOHN

rotund garden
#

CACA

desert shard
#

YEET combo

merry lotus
#

rotation

fast vault
wraith beacon
pure jackal
#

Hatsu man

#

Lost in stone

crimson tapir
pure jackal
#

Cloudy and its consequences on Hatsu are a serious topic nobody is willing to discuss

wraith beacon
#

Honestly I never really liked Cloudy with a chance of meatballs.

merry lotus
#

Me either

wraith beacon
#

But at the same time I haven't watched it in a long time either.

long leaf
#

damnit godot 4 has a feature I need but I'll need to rewrite it in gd4 syntax and the api isn't stable and it'll probably shit itself every update

arctic radish
#

that's why you wait

#

for at least Godot 4.1 or 4.2

long leaf
#

i've just broken for holidays in 3 months i'll be busy with uni

arctic radish
#

because 4.0 is when the true floodgates open

#

and so will the undiscovered bugs

long leaf
#

at least i'll have the time to fix every time it breaks (i'm a linux user im used to it)

wraith beacon
#

I doubt Godot 4 is going to fix any of the engine's problems, will definitely be an improvement but I'd rather use tools that're mature or done than something that's still in it's infancy.

long leaf
#

look if I wanted to use something that worked i'd have used unity

arctic radish
#

Well the Engine won't grow up without a mature content and userbase soooo

long leaf
#

i'm just annoyed custom properties for tilemaps only happened now

arctic radish
#

also true

long leaf
#

it has cruelty squad that's mature enough

arctic radish
#

Animated Tilemaps is what I'd kill for a backport to 3.6

wraith beacon
#

Still waiting on the animation toolset overhauls in Blender 3.X 🙂

arctic radish
#

I say, knowing well that I'd not use them, but rather just render out entire scenes in Aseprite and then plop them into Godot without tilemaps

#

Also Blender's animation tools are crisp rn ngl

#

unless you mean like Video editor then yeah oof

wraith beacon
#

Animation tools are fine but far from ideal, they're missing a lot of things and also they run like shit a lot of the time.

arctic radish
#

????

#

Mate my shity GTX 620 runs Blender 3.0's animation editor scene at a stable 40 FPS 90% of the time (unless it's, ofc vert/tri heavy, but why the fuck would you want an absurdly high poly mesh for animation, seems like a skill issue if so)

wraith beacon
arctic radish
#

I mean

#

what else am I suppsoed to say

wraith beacon
#

Clearly you haven't worked on a large animation with a lot of bones.

arctic radish
#

I have

wraith beacon
#

I highly doubt that.

arctic radish
#

80 bones actually (was a commission sent by a team of 8 people, one of the few times I actually got payed a hefty amount for my work)

#

They wanted faceplates and different moving parts to the model that I *could've * gotten away with just using shape keys, but eh, don't want to temp my fate with how many I'd need and how many the game engine they're wanting supports

wraith beacon
#

Alright but hear me out right, have you ever animated a model with this turned on.

arctic radish
#

yeah

wraith beacon
#

There's no reason for split normals to just, tank performance.

arctic radish
#

???

wraith beacon
#

Try it, it does tank performance.

arctic radish
#

It's the same as marking the edges as sharp

wraith beacon
#

No, no it isn't, Blender's implementation of split normals is just, fucked for some reason.

arctic radish
#

that's not split normals

wraith beacon
#

Yes it is.

arctic radish
#

you clearly don't know how to use that option
you don't use the Split edge modifier for it
you use edge creases and marking sharp edges

wraith beacon
#

Just turning on autosmooth can tank perf.

arctic radish
#

this is with (check the upper left text for the stats of the model itself)

#

this is without

wraith beacon
#

It only tanks perf when doing animation playback though.

arctic radish
#

no added verts, edges, or splits

wraith beacon
#

Because it's having to recalculate normals every frame.

arctic radish
#

if you set it to only 30, yes it will, but if you set it to like 180, and manually mark edges as sharp, it won't have to

wraith beacon
arctic radish
#

That's... no

#

I've watched that before

wraith beacon
#

It is absolutely correct.

arctic radish
#

it applies to like 2.8 and early 2.9 versions

#

3.0 doesn't do that

wraith beacon
#

Would be nice if they mentioned that in the changelogs then, also doesn't help that I still have to use 2.9X for work.

arctic radish
#

my 2.93 version doesn't, nor does my 3.0 version

#

the only time it dips in frames was when I had ~>300K verts but even then I really don't think people should be animating with that high of poly unless it's for CGI or some sorta in game cutscene model

wraith beacon
#

For First person stuff the assets get pretty heavy.

arctic radish
#

how detailed are you wanting first person assets to be? do you bake the details?

#

genuine question

wraith beacon
#

Generally I don't make the assets for my first person work. But a significant chunk of the cost comes from things like bone constraints.

arctic radish
#

does your models use Rigify? if so that'll do it
IK constraints in blender is fine, so are 90% of the "copy/limit" constraints, it's when it comes to Dampen tracks or tacking constraints is when it can get taxing I find

wraith beacon
#

No, I don't use rigify.

arctic radish
#

okay good, Rigify tends to screw people over because a lot of the tweaks and controls on the rig take a lot of calculation due to how many constraints one bone tends to have

#

for standalone/one off/for render models? it's good. For animation/game orientated models? God awful

merry lotus
#

I usually use mixamo to rig my models, sometimes it doesn't work out (like 80% of the time) but it gets the job done

#

But it sucks when it comes to low poly models

#

Like on the first iteration of duskdude in new blood kart, when you rotated duskdude's head, some vertices in the hat don't rotate

pure jackal
#

Weight painting problem

merry lotus
#

One of the reasons why I hate rigging my own models is weight painting

pure jackal
#

I do not know how to

#

So be proud that you're already 100% better than me

arctic radish
#

I manually weight paint all my models from the ground up, no auto weight paints for me

rotund garden
#

can't wait for the blender class where I get to learn to rig and weight paint

neon geode
#

Idea I came up with, Thoughts?

#

(shooter where weapons have Periodic Elements that react with eachother)

pure jackal
#

Actual AI flowchart from one of my projects

#

This is one of the simpler ones

#

Unsure if readable on mobile, you may need to hit "original image"

indigo shard
pure jackal
ornate flare
#

Henlo my frens

#

I have a lil problem in a unity game

#

I need to do a entity that does a "tp dash" or something like that

#

Like a special cuphead dash

#

That teleports you to the next position

#

Somebody has any ideas?

fast vault
#

You just want the player to teleport? Then you just change the transform.position to where you want it to go. Say 2 units in front, them you can just create a Vector3 that's equal to transform.position + transform.forward * 2

crimson tapir
# ornate flare Like a special cuphead dash

Depends how you set up your character. If you have a character controller attached you need to disable it before you set the transform position and re-enable it afterwards. Or if it doesn't have one you can just set the transform like Junga said.

merry lotus
#

What I did in one of my projects is that I would teleport the player where the dash would end and use a raycast to detect if there are any walls in the way

There is also a offset vector for smoothing, after the player teleports then that offset vector is equal to the end position minus the start position, and then I use either Vector3.Lerp or Vector3.MoveTowards to move the offset vector to zero

#

Kinda complicated but this is my strategy

desert shard
#

Or if your character uses a rigidbody, you can just set the velocity and then invoke a function after a certain time to reset the velocity to 0

#

Ensures that you don't end up dashing somewhere where you didn't mean to

#

( i.e if the offset position ends up being behind a wall or something )

arctic radish
ornate flare
#

If its a enemy that does the dash

#

Do i still need to disable controllers or movement?

#

Because i want to make it tp in a certain animation frame

#

Like

#

The enemy has a normal dash in first phase

#

And a tpdash in the second

#

The enemy needs to calculate the position of the player, and tp in front of him

neon geode
#

idk

#

coroutines or somthing

#

you can use player.transform.forward in unity

#

it gets the vector that the player is facing

#

after that i have no idea but

merry lotus
#
transform.position += transform.forward * dashDistance;
arctic radish
#

h m m
Boss arena type beat

indigo shard
#

oooh

rotund garden
#

gaming

fast vault
#

Neat. What are you using to make it?

arctic radish
#

Godot

humble dagger
#

I have spent an unreal amount of time getting this shotgun working

#

Model isn't mine, the animations and code are though

#

The sauce is that the shotgun's alt fire is slam firing, which means it's a way faster semi-auto at a much worse spread

#

I need to redo all the animations.. again... but whatever it works now and it took me like 3 days

torpid sky
#

That's pretty cool

humble dagger
#

Thanks happy

fast vault
#

Ah I remember pulling my hair out over programming the shotgun in an old project. Yours is already looking much better!

humble dagger
#

I had a whole weapon system that I had to redesign to make it work

#

It was working great! Until it wasn't lol

arctic radish
#

Back to refining the boss stage itself because it kinda boring ngl

earnest lily
humble dagger
#

Well.. it's complicated

earnest lily
#

until it's not

#

let's go!

humble dagger
#

So I'm making a generic weapon scripting system so that they all inherit from the same object (the Weapon class)

#

It's so I can make them all cram into an inventory neat and tidy in an array of some kind. The plan is to have a lot of weapons players can switch between

#

I also need all of the animations to be fully dynamic, at least speed wise, as all of the weapons come with individual stats that affect fire rate, reload speed, etc

earnest lily
#

I see

humble dagger
#

Hang on let me just like

#

Paste the shotgun code

#

It's a bit large but it's easier to answer questions like this

#

The unfortunate thing about the shotgun is it required a full reimplementation of my Update hook

#

The main issues I ran into were related to the alt firing, as I had only built the system to handle two firemodes, and definitely not both mouse buttons at once. So I had to add several things to determine which buttons were pressed and when, as well as like, keep the weapon state as accurate as possible

#

Lots of little tweaks on a system I had to do a lot of rewriting for, like the if statement in the reload section to see if the magazine is full. If I didn't do that, the gun plays an extra shell sound because of code flow

#

For the sake of it, here's what a more "normal" gun looks like. I'll post a video of it firing in a second, but this is an AK that always fires an extra shot and has its spread increase the longer you hold Mouse1

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AssaultRifle : LightReloadedWeapon
{
    public float minConeSize = 1f;
    public float lastShotTime = 0.4f;
    public int fullSpreadCount;

    bool _fireExtraShot = false;
    float _originalShotTime;
    public override bool CanFire()
    {
        return _nextFire <= Time.time && (_firing || _fireExtraShot);
    }

    public override void Reload()
    {
        base.Reload();
        _fireExtraShot = false;
    }


    public override void Attack()
    {
        // Should not happen
        if (isEmpty) return;

        if (!_fireExtraShot)
        { 
            // Setting up the extra shot
            _fireExtraShot = true;
            baseAttackDelay = _originalShotTime;
        }
        else if(!_firing)
        {
            // Firing the extra shot
            _fireExtraShot = false;
            baseAttackDelay = lastShotTime;
        }
        var t_coneSize = coneSize;

        coneSize = Mathf.Max(minConeSize, t_coneSize * Mathf.InverseLerp(0, fullSpreadCount, _timesFired));

        var firePosition = _weaponSlot.GetFirePosition() ?? Vector3.zero;
        var fireDirection = _weaponSlot.GetFireDirection() ?? Vector3.forward;

        HitscanAttack(firePosition, fireDirection);

        coneSize = t_coneSize;

        currentMag = Mathf.Max(0, currentMag - (bulletCost + _lerpedBulletCount));
    }

    public override void AltAttack()
    {
        if (currentMag < 1) return;


        bulletCost++;
        var firePosition = _weaponSlot.GetFirePosition() ?? Vector3.zero;
        var fireDirection = _weaponSlot.GetFireDirection() ?? Vector3.forward;

        HitscanAttack(firePosition, fireDirection);


        currentMag = Mathf.Max(0, currentMag - (bulletCost + _lerpedBulletCount));
        bulletCost--;

    }

    protected override void AwakeHook()
    {
        base.AwakeHook();
        _originalShotTime = baseAttackDelay;
    }
}
merry lotus
#

my hiatus is over!!!

here's a sneek peek of the 1st dusk level redesign ;)

#

also yes i need to redo the kart model

indigo shard
#

THEYRE BACK

rotund garden
#

once you test the rough sprites, hit me up :)

merry lotus
#

ight :)

arctic radish
merry lotus
#

the boss gives me faith vibes

arctic radish
#

it's supposed to be this thing
but
I got lazy with animations

merry lotus
#

vroom vroom

rotund garden
indigo shard
#

vrom

cobalt hemlock
#

Very nice

cobalt canopy
#

but wheres the driver!

meager valve
#

Balls

#

to the floors

arctic radish
fast vault
merry lotus
#

I ripped the skybox from the dusk files

pure jackal
#

he don't need no SDK build

#

he drags what he needs kicking and screaming

merry lotus
pure jackal
#

Petition to make the lake bloody and put a submarine in it

crimson tapir
#

Will different racers have different handling and weight stats?

merry lotus
#

No
Every racer will be the same other than their design + animations

#

Because if I did add that stuff then there would be one supreme character that everyone would choose and nobody would choose the other characters

pure jackal
#

I mean we could probably tweak it for Mario Kart style "some racers are better on some tracks" but thats a lot of work and balance for a meme racer

leaden granite
#

give each character one unique stat that doesn't actually have any effect

pure jackal
#

Maybe in the "Just F#%&ING KILL EACHOTHER" mode some characters can start with items but idk

#

Its up to da boss

crimson tapir
#

Idk if only kind of having individual stats would be a good idea, it's a pretty all or nothing deal

pure jackal
#

Like how mario kart handles it is that "heavy" characters get to top speeds faster but turn like ass

crimson tapir
#

Or how lighter characters get knocked around more than heavier ones

pure jackal
#

yeah that sounds like a reasonable thing to make, test and balance for a whole team

#

Not for 3 and a half people, which only one programs currently

crimson tapir
#

But going with no individual stats is definitely the most balanced option

crimson tapir
pure jackal
#

again, code is one thing, balance is another

crimson tapir
#

Yeah, true

pure jackal
#

Like, if NBK gets picked up, and Dave wants stuff like stats, then we'll add it.

#

but for now, you get funny animations from funny little guys

crimson tapir
#

Aight, keep up the good work regardless

wooden stone
#

hypothetically could you mod minos prime into saints row 3?

pure jackal
#

yes but why would you want to

#

jerma stopped playing SR3

wooden stone
#

my own enjoyment

pure jackal
#

well then, find a rip of the model and fit it to the SR3 rig

arctic radish
rotund garden
arctic radish
#

Working on the boss theme for the sky city
and wew I'm harnessing my inner melodic side towards this end portion

untold niche
#

I like it approved

wooden tusk
#

1

arctic radish
pure jackal
#

This is pog

humble dagger
#

I'm so done with unity. Cannot express how excited I am for Godot

arctic radish
#

I'm not satisfied with only 4 minutes of boss music
MORE IS REQUIRED

crimson tapir
#

Here is the network topology I have planned for Daybreak.

#

Clients auto-connect to a "master server" which holds a list of active servers in the region, sends them back to the client to create the server list, which the player can then join from. The servers connect to the master server on creation as well to send over the needed info for a player to join and when the server shuts down, it sends a message to the master server to remove it from the list. If a player wants to play offline it creates a server under the localhost address that does not contact the master server.

arctic radish
#

screaming

#

still so much to do and this is just one frame

rotund garden
crimson tapir
#

Gives me Evangelion vibes with the red cores

toxic hemlock
#

kinda looks like amogus

fast vault
fast vault
sturdy cove
#

Hello, blender users
is there any specific reason for the model to rig up to the skeleton asymmetrically, or is it just random blender things
i have no idea what i'm doing

arctic radish
#

weight paint issues

sturdy cove
#

seems to be, but it seems to only have issues on the right side

arctic radish
#

yeah, again it's a weight painting issue

#

if one side doesn't line up model wise or weight wise, it'll do that

sturdy cove
#

well, at least i dont have fix the whole model

cobalt canopy
#

huh thats a lot of bones for the ribcage? does it have articulation there?

pure jackal
#

Is the ribcage a mouth/does it get blown open

crimson tapir
#

smacks lips

#

What that rib cage do

crude patio
#

anyone know which files in ultrakill are weapon models? i want to convert them into the file types gmod uses but i cant find them

merry lotus
fast vault
sturdy cove
#

yes the ribcage is openable

sturdy cove
#

very openable and rather wonky atm

sturdy cove
pure jackal
sturdy cove
#

no, i moved each individually

pure jackal
#

OK

sturdy cove
#

but that does seem like a good suggestion, so maybe ill try and do that if i think i know how

merry lotus
#

Oh yeah and @rotund garden

pure jackal
#

love how it sorta works xD

#

maybe shrink it down and move it forward?

merry lotus
#

Yeah i'll try that

#

i tried moving him forward but it made him look bad from the back so that's a no go

#

oh shit dub congrats on champ role

pure jackal
sudden imp
desert shard
#

YEET-em-up

pure jackal
#

yeeted into the void

rotund garden
#

time to redraw to make it look better :^)

merry lotus
#

hmmmmmmmmmm

crimson tapir
#

Now all it needs are white wall tires, and big 1930s headlights

pure jackal
#

a bumper sticker saying FUGGEDABOUDIT

merry lotus
#

OOOH I should add headlights

long leaf
#

I'm currently a bit short on good opinions for my gameplay ideas

#

well thats the thing
I'm just looking for, well idea guys essentially but just people who have gaemed enough to give some valid criticism and ideas on what'd fit the existing ideas I have

crimson tapir
long leaf
crimson tapir
#

Well, the advice I'd give you first is to learn what kind of games you like to play, and then from there study them. Learn what is fun, what is bullshit, what is fair, what is boring, specifically to you. And then, you will know where to start

#

Because if you enjoy what you are making then I garente other like minded people will enjoy it too.

cobalt canopy
#

I mean if you dont know what kind of game/mod you want to make then I dont think relying on ideas from other people will be all that useful

leaden granite
#

hey remember that game i said i wanted to make

#

i was looking through some of my old files, and i think i found my first enemy design:

cobalt canopy
#

are those candy corn claws?

merry lotus
sudden imp
#

excuse me what
how

#

what black magic do you use

merry lotus
#

post processing

#

baked lighting

sudden imp
#

that is indeed black magic

pure jackal
cunning wing
runic musk
#

amazing

rotund garden
muted stirrup
#

Guess it's a bit of an unspoken rule that a great shotgun is a must in any FPS game...well here is the one for #Retrowave84 - The mighty Thundershot! A multi-barrelled beast that deals a devastating close range blast!

#RetroFPS #screenshotsaturday #Gamedev #indiegame #UE4

wooden tusk
#

the gun

earnest lily
#

Truly,

#

it is a weapon

wooden tusk
#

does it shoot?

earnest lily
#

wait

#

they're righjt

#

does it shoot?

wooden tusk
#

idk does it?

muted stirrup
wooden tusk
#

ask the man

fast vault
pure jackal
#

Black Magic.

#

It does not

#

Only how he makes the sprites themselves

#

Not the implementation

arctic radish
#

I'd just set the sprite depending on the "forward" direction of the object that holds the sprite and find the camera angle is beyond a certain angle from that "forward" direction.

#

so effectively the camera angle will be the trigger to change the sprite to face a different direction/frame

merry lotus
#

My implementation isn't that good but it's better than buying a 20 dollar asset from the asset store

arctic radish
merry lotus
#

Also looking at the GetIndex function gives me anxiety

wooden tusk
#

the car

arctic radish
#

I was correct, also I noticed that you wouldn't need (I'd think) to have the sprites in any particular order as long as you were to have equal frames and a "Center frame"
like here (Green = Center)

#

the Orange would be where you could just mirror the sprite if you wanted to

#

You could theoretically make 2 sprite sheets
one for the front facing, one for the behind
and the "Center frame" would be perfectly aligned sheet wise in the center (so it'd go: Left, Bottom Left > bottom Center > Bottom Right > Right)

#

and no matter where the array is, you'd always know which frame is the center one because both the Front sheet and Behind sheet are the same frame numbers

#

or hell, you could even use an int for keeping track of the frame position

#

from 0 to 5 (or 1 to 6)
where 2 (or 3) is always going to be the center frame in all the sheets

#

and seeing how you know where the center is, you can determine which angle you'd want just by adding or subtracting from that int value by 1

#

saves having to deal with the array and you can add more sprite sheets with ease if you want to have unique angle looks instead of flipping the sprites

fast vault
last perch
#

im just trying to see what cool new mods might be created, i dont understand any of this

arctic radish
last perch
#

this is average?!

arctic radish
#

mostly

last perch
#

what happens when the day isnt average?!

arctic radish
#

it's mostly either:
-Coding talk
-Showcasing gamedev
-or showing assets for games

On an unaverage day, we actually walk about mods KEK

humble dagger
#

Anyone know how to render a mesh for an inventory? I have a UI I'm working on and it seems like the only option I have is generating some kind of render texture

fast vault
humble dagger
#

I kind of just want a scalable solution that lets me add any mesh I want that'll display in an inventory, think like souls inventory though

#

At worst case, I'm going to take screenshots of all the guns and just make them textures

wooden tusk
#

the car

pure jackal
humble dagger
pure jackal
#

takes up a bit more space but its probably the easiest solution

humble dagger
#

actually I ended up figuring it out

#

it looks bad but it's all dynamically rendered, just need to do lots and lots of tweaks

#

For anyone curious, here's the tutorial I followed https://www.youtube.com/watch?v=8yzpjkoE0YA

Ever wondered how to add a 3D object to your Unity canvas? This is great for screens like weapon select, inventories, skins, etc.

I see this question asked a lot so figured I'd make a quick tutorial on the matter.

❤️ Become a Tarobro on Patreon: https://www.patreon.com/tarodev

=========

🔔 SUBSCRIBE: https://bit.ly/3eqG1Z6
🗨️ DISCORD: https:/...

▶ Play video
arctic radish
#

Why must making custom dialogue code be a chore to get looking right?

#

Like I can make a simple RPG/static dialogue box, but to have a dynamic one that allows for anything surpassing that is uhhhg

merry lotus
pure jackal
#

WE
ARE
THE

wooden tusk
slate python
#

Holy crap

#

It’s real

pure jackal
#

Shhhhh kono

wooden tusk
rotund garden
arctic radish
#

hehehehe
It's (almost) doneeee

fast vault
#

Updated the death screen for our game. Still ironing out kinks with the animation though. It seems to want to auto skip to the "landing" animation atm

earnest lily
#

maybe because you technically start on the floor for like 1 frame, so that automatically enters the landing state ?

#

I've had something like that happen in Unreal

#

I really appreciate high effort death screens like this

fast vault
#

Yeah! I'll have to look back at the code later and see if I can force it to ignore that first few frames.

earnest lily
#

this is some real high quality content

wooden tusk
#

360

meager valve
#

revolution

crimson tapir
#

Orbitin'

fast vault
earnest lily
#

WEE

#

Halo vibes!

#

what was the cause if you don't mind me asking?

fast vault
remote sphinx
wooden tusk
#

fr

fast vault
#

Thanks!

rotund garden
rustic holly
#

3kliksphilip made a video on my new csgo level

remote sphinx
rustic holly
#

it's not HL:A

#

this is on source 1 for csgo

#

HL:A is on source 2

#

haha

#

I think 3kliks mentioned it- it was over a year's worth of work, but maybe 4-5 months of solid development

remote sphinx
#

HL:A maps are extremely detailed by most video game standards

rustic holly
#

and made by a team of artists :P

remote sphinx
#

lol yeah

#

of course you used blender curves 😛

#

they're way too good

#

how did you know how to pre-calc lighting on props? don't you have to take into account the actual map's lighting as well?

#

that's one little trick i still don't know how it's done

rustic holly
#

uh it was mainly just importing level geo and baking in ambient occlusion into the main texture or a texture in the 2nd UV

#

using substance

#

or baking in some extra detail to the tiling texture

remote sphinx
#

oh ok just AO

rustic holly
#

yeah haha

remote sphinx
#

when i heard "pre-calc lighting" i was thinking all the lighting information was done externally lol

rustic holly
#

some of it is kinda?

remote sphinx
#

but yeah that makes much more sense

rustic holly
#

not like massive parts of the environment at once, mainly just flourishes of diffuse style shading on most materials, e.g. baking in AO, shadows, cavity mapping, etc into the albedo

#

sometimes importing in existing level geo to make it more accurate

remote sphinx
#

that's pretty cool but also knowing source 1 also sounds incredibly painful

rustic holly
#

yeah

#

bit sick of it lmao

cunning wing
#

you worked on hive?

#

that map is cool

wooden tusk
#

fr

rustic holly
#

Thanks

long leaf
rustic holly
#

Yup I did the art! Thank you! ❤️

long leaf
#

working with hammers a nightmare and I cant imagine the necromancy needed to get detail like this

rustic holly
#

Did most of it in Blender ngl

#

Hammer is just for piecing bits together and adding smaller reusable details around

spare scarab
#

YOU'RE THE DE_PRIME GUY???!!!!

#

HI 😳

merry lotus
#

this is epic

wooden tusk
#

he's so cool

fast vault
#

Such a fantastic looking map. Makes me want to see it in a singleplayer campaign

arctic radish
#

Haven't came up with a name for this track yet
Supposed to be a "dream" version of the starting area of the game (which is a washed out, corroded, and gunked up city that was once NYC. With the regular weather being mostly acid rain and/or heavy lightning storms)

steep canyon
arctic radish
#

like the high frequencies or the sounds themselves

steep canyon
#

the sounds

#

I don't really have an issue with high freqs

#

there's just something jarring about them

#

the rest of the track is pure sex though

#

I actually half expect it to break into full d'n'b blowout at the end of it

#

maybe even breakcore

arctic radish
#

that was the original plan, however I soon realized that I fucked up the delay for the lead synth
hence why it's slightly off beat
I've adjusted the synth to not peak (thank fuck) and while I was at it changed a few things around and added more now

now I'm not sure if I should keep with the chill vibe with an occasional speed up, or just stick to the original track idea of having a soft D&B loop in the BG instead

steep canyon
#

okay this is fucking GOOD

arctic radish
steep canyon
#

banging

#

do you have anything against it being used in mods for other games?

#

with credit ofc

#

just asking in advance

arctic radish
#

I'd say wait till I finish my game, or when I upload the OST somewhere so you can link to it owoSip

steep canyon
#

😔

#

wait this is supposed to be in an ost?

#

holy shit

arctic radish
#

yee

steep canyon
#

remind me to buy it

#

when you actually release it

arctic radish
steep canyon
#

👍

pure jackal
#

Put it on a vinyl

pure jackal
#

anyone good with blender, how the heck do I get rid of the noisy effect blender gives translucent textures?

finite cargo
#

Possibly something to do with light bounces, but you can also just use denoising

#

Or just up the samples

pure jackal
#

how do I do that

#

lets find out

spare scarab
#

Yea i'd check sampling first

pure jackal
#

bumping up the sampling to 5k did it

#

well, i can still see it

#

but I can actually see whats on the other side now

#

yup this looks good, thanks guys

spare scarab
#

Are u mapping in blender?

#

I forgor

pure jackal
#

most of the time

arctic radish
#

OH

#

that's the AO

#

also WHY ARE YOU using CYCLES
for NPR?

#

my brother in christ use Eevee until you need to bake things

pure jackal
#

This is eevee

arctic radish
#

Okay then yeah it's the AO

#

You gotta tweakt he AO settings

pure jackal
#

AO is off though

spare scarab
#

Uninstall blender

#

That oughtta fix it

pure jackal
#

reinstall 2.7 where it didn't do this

#

good idea

arctic radish
#

And then revert to using Rust for your codebase
that oughta fix it up as well

#

no wait

#

Assembly

rotund garden
runic musk
#

amazing

wooden tusk
#

even better

cobalt hemlock
#

Eh close enough

wraith beacon
#

Trying to figure out what the best approach for modelling and texturing them would be so this one's just kinda a rough wip.

pure jackal
#

I love this tree

#

It is a good tree

wraith beacon
#

This is as far as it goes.

#

I can see why people use things like Speedtree for making trees.

arctic radish
#

do it N64 style

wraith beacon
#

Nah.

arctic radish
#

I usually just use the Sapling Tree gen addon for blender for making trees

pure jackal
echo gorge
#

make a super low res texture and then no one can see the uv seams

cerulean stirrup
#

is it possible to create perfect hitboxes on a model based on mesh collider in unity?

pure jackal
#

Its very expensive

cerulean stirrup
#

ok thx

untold niche
#

What happens if I stick out my tongue and try to catch some droplets

arctic radish
#

You will most likely die
Well
if your tongue doesn't slosh off your mouth from the chemicals in it

untold niche
#

Just my kind of city

#

game looks good man, keep it up approved

arctic radish
arctic radish
arctic radish
untold niche
#

development is a bit up in the air atm but wanted to show anyway

spare scarab
#

looks pretty coolio

#

comfy

wraith beacon
#

Stump.

#

With bad uvs, and bad geometry.

#

(This stump is mostly just to see if texturing a tree or tree stump using a trim sheet is a good idea)

#

Stump in engine.

merry lotus
pure jackal
#

What

#

What is this

#

its blue

#

its DUSK related

spare scarab
#

it's the dusk ground texture as the skybox

#

ig

pure jackal
merry lotus
#

no I tried to optimize the track by using planar decimation in blender, but that messed up the lightmap uvs creating this

blue thing

indigo shard
#

john ward disease

cunning wing
#

the obelisk

merry lotus
#

John's upset that I'm not working on the faith levels as much so he's infecting the other levels

indigo shard
pure jackal
#

So much to do

spare scarab
#

so much to see

pure jackal
#

So whats wrong with baking the backlights

humble dagger
arctic radish
#

I tend to use a low poly model for the collision for 3D game

#

Like it just has the rough proportions of what the character looks like

arctic radish
#

File too beeg so I had to upload it to YT

arctic radish
cobalt canopy
#

green rain

#

its not acid rain is it"?

humble dagger
#

Souls

pure jackal
#

No thats clearly lead

wraith beacon
#

The lead like genre.

cunning wing
#

strand-type game

pliant musk
fast vault
rough saddle
#

it looks really funny

#

but if i cant restart in under a second im rage quitting

merry lotus
rough saddle
#

make the floor texture bigger

fast vault
rough saddle
#

is resume the respawn button?

#

nevertheless you should have a key like press e to respawn

humble dagger
#

Finally hit the point in my project where I'm destroying all my nice OO code to get shit working

indigo shard
#

ayyy

crimson tapir
#

So we've got it set up now that there are 2 seperate apps for server hosting and the client.

#

The server hosts after chosing a map and a few basic gamerules

#

The server then starts up the scene with the map in it, and as clients connect it loads the same map in their version

#

Server view vs player view

pure jackal
#

noice

crimson tapir
#

Won't have as much time to work on the game anymore though because my summer class (Calculus 2) is starting

wraith beacon
#

Lovely view up here eh?

pure jackal
#

MAN

wraith beacon
merry lotus
arctic radish
#

that run anim btw
48 mf frames of pain

carmine spindle
#

is this not working because im running quake 3 arena? i dont know if there is difference.

#

hold on

#

should embed

#

yes

#

isn't it supposed to load right into the level

#

are there seperate compilers for each quake or something? im using the compiler from a quake 1 tutorial

#

if so where can i get a quake 3 compiler

humble herald
#

I don't know but with that command prompt says you're missing a file or two

carmine spindle
#

i saw

#

im not sure what those files are

humble herald
#

are you using trenchbroom?

carmine spindle
#

yes

humble herald
#

huh

#

I'm not versed in it at all sorry, but did you check to see if it's exporting for Q3?

#

instead of like Q1?

carmine spindle
#

i dont believe there's an option

#

unless you mean in trenchbroom in which yes i am in quake 3

humble herald
#

strange

#

ah ok yeah just use the compiler for Q3

#

I'm pretty sure that's your issue

carmine spindle
#

where though? i dont know where to find that

humble herald
#

lemme check I spose

carmine spindle
#

i've searched online and all that it pulls up is the trenchboom download page

humble herald
#

here's one for q3

#

Q3Map2 has now been integrated with the GtkRadiant Project. Windows, Mac and Linux binaries for both 32-bit and 64-bit systems can be download from the project page. The Q3Map2 source code is now available through the GtkRadiant GitHub Repository.
Official Support Forum @Splashdamage
Current stable version is 2.5.17
Q3Map2 is a BSP compiler for ...

#

click the first image in the logo to go to their downloads

#

grab the one for your os

carmine spindle
#

thank you

humble herald
#

No problem

carmine spindle
#

what in the name of god is this compiler

carmine spindle
#

everytime i open it i get error code 0xc000007b, ill try downloading the 32 bit version just incase

#

is it possible the 64 bit version is actually a 32bit?

#

ok so for some reason it's working a little better

#

this is frustrating ill just redownload quake 1

eternal schooner
#

needs more stonesss rockssss

#

just something im working on