#archived-modding-development

1 messages · Page 481 of 1

still locust
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Sorry something wrong with the vedio, I will reupload it))))

ornate rivet
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very good

fair rampart
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poppy, is it ok if I remove icons from customknight? they're causing the game to crash with the latest charms update

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I don't want to have to obsolete all the effort that TWP's put into designing the icons but I see no other choice without effort

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It'd also make starting up the game much faster

vocal spire
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I was going to suggest making it only support 1 skin at a time, but then I realized that then there is no point to the icons

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does anyone know where I can find the shade in the hollow knight sprites?

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ok

true bobcat
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its in enemies & corpses

vocal spire
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Well I’m stupid

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I was looking there, and I guess somehow I missed it

still locust
#

I don't want to have to obsolete all the effort that TWP's put into designing the icons but I see no other choice without effort
@fair rampart

Oh I feel so sad about that, we don't have window displays now

#

But you are the programmer, so whatever you say is fine

vocal spire
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I was going to run hollow knight and see if I added the shade correctly, and my brother hit the power button a bunch of times and now a blue screen has happened 😦

ornate rivet
#

congrats, my computer with all my fiveknights stuff also got corrupted last night

limber walrus
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Hope you got a backup

vocal spire
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The blue screen has been stuck at 100 percent for about 5 mins now

still locust
#

And that reminds me of the disappear of customknight function in mutiplayer mod, so the best way to eliminate bugs in your program is to delete the whole code

ornate rivet
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lmao

vocal spire
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Lmao

fair rampart
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Yeah I disabled skin support for now

still locust
#

OK I lost hopes and dreams for now

vocal spire
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What if multiplayer had its own folder similar to custom knight with skins that you can customize if you want? In game people could chose the skin number that they play as, but it could appear different on different clients

merry vine
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I mentioned an idea like that a while back, having fixed, pre-made skins as part of the mod itself

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so player 2 would be a different shaped vessel and so on

vocal spire
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I did too

merry vine
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I have no idea how any of it works but having fixed skins in the mod instead of needing the game to read the users skins when they join sounds more stable
(Unless I'm wrong, then I'm sorry)

safe hamlet
#

?i

autumn shardBOT
craggy pier
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Sorry something wrong with the vedio, I will reupload it))))
@still locust this is so beautiful, i need this skin, good job '-') b

cedar panther
#

how to add Modding and Unity libraries to csc path?

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i am trying to recompile the Debug mod on my device(just for tests) and csc says that it doesn't know this libraries

copper nacelle
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csc?

cedar panther
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a console command that compiles .cs files to .dll

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how else should i compile?

copper nacelle
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msbuild

cedar panther
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so, how do i use it?

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just give a .cs file as a target?

cedar panther
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i am just getting a bunch of errors, when compiling a project

copper nacelle
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You give it a project dir

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You need the references to be right

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in the csproj

cedar panther
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as i understood

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i still cannot recompile the debug mod

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because msbuild doesn't know about Unity libraries

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"The type or namespace name 'Vector2' could not be found (are you missing a using directive or an assembly reference?) .../TestMod/TestMod.csproj]
"

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and there are about 100 more of the same errors

copper nacelle
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You're missing the dlls for the reference then

cedar panther
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so, how do i add them?

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i mean

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i need to link them somewhere

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i hope i will manage to find them on my own

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but idk where i should put paths to them

copper nacelle
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the csproj for the project has the list of references

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and where it's looking for them

cedar panther
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ok, thanks

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is it this line <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />?

nimble lake
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Where can I find in the code the code for flukemon?

sage holly
coarse lintel
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whats this?

sage holly
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a little something related to Pale Court mod

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yes

flat forum
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I love it

vocal spire
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Awesome

nimble lake
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I know what this is

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I've seen that video a while back

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I said that it was so cool it could have even been a mod on its own

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so excited

sage holly
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what?

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that spritesheet came to be today this morning

nimble lake
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oh well, yea the sprites are new

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exactly @jolly oriole

knotty monolith
austere palm
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very cool mebi

sage holly
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thanks

unborn flicker
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How do you look up gameobjects pre-assigned in this way? Also, is there a good way to re-assign in the same way?

unborn flicker
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Another question: I was looking at darkness mod and wondering how to make it work conditionally on the current scene. What sets the Darkness Level on the herocontroller fsm?

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Hoping (naively) that there might be some gm/sm method I could hook instead of editing the fsm

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nvm found it in sm.start

still locust
languid goblet
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damn so everything is going to be changed?

still locust
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I'm changing them when waiting for the member to change the dialogue, then I have finished so many

languid goblet
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oh cool

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so what's going to happen when you fight hornet?

fair rampart
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do you have programmers at TWP doing this for you

still locust
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No we only have artists

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But luckily we know how to pack them

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So customknight mod is not that important now

languid goblet
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wait doesn't just flat out replacing the assets mess with the game?

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well i mean as in like you can't change skins easily and you'll have to verify game files to switch back

ornate rivet
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If you're replacing sprites with something like unity asset studio, if the game updates (and it is supposed to once ss releases), you will have to redo it all

still locust
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Of course I would prefer them be added in Customknight !

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But we are too weak at programming

languid goblet
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wait why is the game updating when silksong releases?

ornate rivet
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tc said they would do more bug fixes for hk once ss releases

fair rampart
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yeah that sure would be nice to add to customknight haha good luck to whoever wants to pick that up

ornate rivet
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I never thought we would have more people willing to draw art than programmers
but apparently that's the case now

still locust
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I learned the programming language VB and failed the basic course

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So won't be me

sage holly
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I contemplate programming the same way people contemplate going to the gym

still locust
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Oh we have over a hundred members willing to draw in TWP, the result is we have too many private skins now

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It seems that programmers prefer public mods, while painters prefer personal customizations

sage holly
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then there's me, who thought making 5 knights fight would be cool

ornate rivet
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it's just seems silly to work hard on something and only use it yourself rather than make other people happy (or in some cases in pain zote ) as well

fair rampart
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open source art
open source art

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artists hate open source art

ornate rivet
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sad

fair rampart
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if you use their art as wallpaper they'll be furious

sage holly
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we just want to get paid

still locust
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But it's also makes you feel good when everyone else admires your skin but can't get it

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Oh I have released most of my skins so I'm a good guy

ornate rivet
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thank you

safe hamlet
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:frogChamp:

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i hate this server

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where's my frogChamp >:(

coarse lintel
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unfortunate

vocal spire
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Aww I hoped it would be a custom knight skin

ornate rivet
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the parts supported by custom knight can be used

west ridge
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Why do you recommend to have a scene and the assets of said scene bundled separately?

west ridge
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what is the size of the hk in unity units? (kinda just want a size for referance)

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also how do i manage moving to a new scene do i need a spawn position transform or something?

ornate rivet
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I dont recommend it, it's what you are supposed to do otherwise the game will crash.

west ridge
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Ahhh ok

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How do I transition the knight to this scene and make him appear where I want him to? Do I unload the previous scene load the asset bundled one then teleport the knight?

ornate rivet
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you want to make a gateway probably
I think someone made a mod as an example but idk where to find it

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and it's made by me which means it probably does a bunch of dumb things

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I would link TestOfTeamwork but that one is private

west ridge
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Ahhh makes sense I'm just trying to figure out how to make new levels

vocal spire
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An demo of test of teamwork was posted a while ago

ornate rivet
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I mean the code

#
        private void CreateGateway(string gateName, Vector2 pos, Vector2 size, string toScene, string entryGate, Vector2 respawnPoint,
                                   bool right, bool left, bool onlyOut, GameManager.SceneLoadVisualizations vis)
        {
            Log("!Gateway");

            GameObject gate = new GameObject(gateName);
            gate.transform.SetPosition2D(pos);
            var tp = gate.AddComponent<TransitionPoint>();
            if (!onlyOut)
            {
                var bc = gate.AddComponent<BoxCollider2D>();
                bc.size = size;
                bc.isTrigger = true;
                tp.SetTargetScene(toScene);
                tp.entryPoint = entryGate;
            }
            tp.alwaysEnterLeft = left;
            tp.alwaysEnterRight = right;

            GameObject rm = new GameObject("Hazard Respawn Marker");
            rm.transform.parent = gate.transform;
            rm.transform.SetPosition2D(pos.x + respawnPoint.x, pos.y + respawnPoint.y);
            var tmp = rm.AddComponent<HazardRespawnMarker>();
            tmp.respawnFacingRight = right;
            tp.respawnMarker = rm.GetComponent<HazardRespawnMarker>();
            tp.sceneLoadVisualization = vis;
        }
#

that's how you make a gateway

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just load the custom scene's assetbundle before doing this

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then put the name of your custom scene as the "toScene" parameter

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that should work I think

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Gateways are how the player tps to another scene by walking offscreen.
You could just tp the player to your scene with

GameManager.instance.BeginSceneTransition(new GameManager.SceneLoadInfo
                {
                    SceneName = "yourscene",
                    EntryGateName = "newscenesentrygate",
                    Visualization = GameManager.SceneLoadVisualizations.Default,
                    WaitForSceneTransitionCameraFade = false,
                });
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oh and for both of these, you need to make a GO with a boxcollider in your new scene so that the game knows where to drop the player off (that's what you put in the "EntryGateName" part)

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and the name of this go should have either left, right, door, or other things I dont remember depending on how you want the player to enter

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I think that's it

vocal spire
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Well now I want to make a custom scene too

ornate rivet
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oh and if you want to add a new boss scene to godhome, that's a bit easier than this. Check out the cagney carnation code from jngo102

vocal spire
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Ok

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That’s what I want to do

ornate rivet
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(add it to indiecrossover mod if it's a boss from another game zote)

vocal spire
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Now that you mention it, that seems like it could be fun to do. First I will complete my current boss

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I think I know exactly what boss to do

fair rampart
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that's right, Agent Black from Iconoclasts

copper nacelle
weak lodge
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any crisanta from blasphemous

copper nacelle
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Eventually

weak lodge
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hope so

solemn basin
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Parry boss in HK? Sounds intense.

vocal spire
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I was thinking undertale

limber walrus
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I just thought how would Sans look as a HK boss fight

ornate rivet
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lol

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I figured it would probably be more refined than my code

ornate rivet
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okie

vocal spire
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Why does gorb have so many fsms?

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I guess ghosts are just complicated

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Who wants to make a mod for Marmu to have more fsms?

west ridge
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quick question is the knight's 2d collider's z value 0?

ornate rivet
vocal spire
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Who will finish first?

fair rampart
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them

ornate rivet
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they haven't done anything in 2 months

vocal spire
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that's not a good attitude

ornate rivet
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would be interesting if they got enemy sync working like they planned to

vocal spire
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come on, you can do it Jngo!

ornate rivet
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^

fair rampart
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I'm so sick of hk bruh

ornate rivet
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because you did like 50 different mods at the same time my dude

fair rampart
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tru

vocal spire
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well, I guess that is a pretty big problem

ornate rivet
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I'm surprised you lasted so long

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you better finish pale court at least 😠

vocal spire
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Multiplayer is at least in a playable state, so I agree

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Also, maybe someone could make a custom charm core mod that helps repositioning charms and allows for multiple mods to add charms. it will probably never happen, but it is cool to think about.

coarse lintel
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it looks like theres gonna be tons of custom mods so this would be VERY nice

ornate rivet
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it will never happen

vocal spire
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Custom charm mods would have conflicts if multiple added charms

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yeah

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unless team cherry surprises us in silksong with that and mod support.... but that will also never happen

unborn flicker
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UI is one of the hardest things to change

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the charm menu is very messy :/

fair rampart
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I concur

west ridge
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can you bundle the scene with the assets that are in the scene?

ornate rivet
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bruh

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Grenade, can you share the code you used for adding charms?

safe hamlet
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yea it's easy

vocal spire
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A while ago I saw code for adding new charms, and it seemed complicated

fair rampart
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well it was probably my code so

vocal spire
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good luck on your project

vocal spire
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Does anyone know why I can’t find gorb in a scene when using GameObect.Find(Ghost Warrior Slug) I also made sure once it didn’t work the first time, to copy it from the debug log

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Ok, thanks

vocal spire
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I have just thought of a new move for Uuwuu and am wondering why I didn’t add it and if I should update Uuwuu or wait until Uuwuu 2

ornate rivet
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just add it

vocal spire
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I think the move would fit better with my ideas for Uuwuu 2

violet arch
#

Heyo! I'm not sure if this is the right channel for my question, but I'm interested in making mods and was wondering if someone could help point me in the right direction?

copper nacelle
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there are some API docs pinned

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you'll want to install the api

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There are some examples you can look at

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You'll want dnSpy to view the game code

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and some IDE (visual studio or rider)

coarse lintel
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also if you want to mod bosses, you'll need to get a FSM viewer

violet arch
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Sweet! I'll take a look at it all, thanks!

leaden hedge
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just do what i did for bossrush FeelsOkayMan

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i write my own ui stuff

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only reason i didn't do the entire inventory is the map is aids

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but thats probably the nicest way to get a nicely extendable ui for inventory items and charms

glossy pelican
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@fair rampart hey, is there any way to follow your multiplayer mod development?

fair rampart
west ridge
#

what is the size of the knight?

vocal spire
west ridge
#

oh crap i though that was my phone no sendign messages i was so confused

vocal spire
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Idk, I tried to build the mod with more charms and it did that until I enabled some stuff in global settings. Looks cool though

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Also, what happens when you equip them?

vocal spire
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Ok

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What charms are you going to add?

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Ok, so if I wanted to add a charm, I would just need this as a dependency?

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Ok, cool

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So it would check if other mods add charms and then add them?

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Cool

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Good luck on it

ornate rivet
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i'm trying to make code that multiple mods can use, for saleh and the bois
:frogchamp:

copper nacelle
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any .instance

fair rampart
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GameCameras.instance.hudCamera.gameObject.transform.Find("Charm Icons"); if you really want the go itself

west ridge
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hey i might be stupid but why not just make more then one page for charms and assign charm 51 to page 2 slot 1, 52 to page 2 slot 2 ect?

vocal spire
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What is the charms go offscreen?

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I think in jngo’s charm stuff they were able to move it

unborn flicker
#

I just added a couple of mods to the installer.

  • ItemChanger is a mod that can perform a lot of the same tasks as randomizer in modifying and creating items, but now it can be referenced and used by other mods, and has features for extendability.
  • plandoplando is a mod that reads from an xml file supplied by the user to change item locations, add preloaded objects, and do a bunch of other things. It's paired with this application for generating xml files: https://github.com/homothetyhk/ItemPlacer/releases

Hopefully this might come in handy for a few people here, and if anyone has any requests to make ItemChanger more useful for their projects, let me know.

vocal spire
#

wow

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I'm going to look at those because they seem cool

unborn flicker
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Also, @rain cedar I'm sure some of the Rando 2 code is still in ItemChanger, even after all of the changes I made. I copied over the GNU license, but if you want me to do anything else to acknowledge your code, let me know.

rain cedar
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I'm sure it's fine

languid goblet
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now that's scuffed

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can you resize the charms or is the code that messy?

coarse lintel
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well i mean...we can add more charms now

unborn flicker
#

I believe each hook is called when the next calls orig

vocal spire
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Hooray, now I can add 30 new dreamshield charms, each with their own dreamshield

nimble lake
#

I think I'm having a problem where a mod I'm trying to recompile is trying to extract itself to the hollow knight folder, but installed at the D:/ drive

#

I have HK installed at the C:/ drive

vocal spire
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Oof

nimble lake
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Well, I just extracted it by creating that path in D drive, even though that's kind of a cheap solution

vocal spire
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Yay, custom charms are working

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I hope we don’t ever have enough custom charms to take up that whole menu

nimble lake
#

Also, how can I change how many masks I heal with focusing?

vocal spire
#

can I use it?

limber walrus
#

Those Pure Amulets are broken

vocal spire
#

Ok thanks

nimble lake
#

Thanks

vocal spire
#

@jolly oriole are you going to add this to test of teamwork?

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ok

vocal spire
#

I think I did all of the custom charm stuff right, but my charm seems to be in the top row of charms, behind another charm

vocal spire
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Yeah

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Thanks!

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Now I just need to figure out how to convince myself to get out of bed and start modding

ornate rivet
#

jngo stop working on your game and use this to finish pale court stuff

haughty geode
#

Wait , jngo making game?

vocal spire
#

ok, well I chose the right notch amount for my op charm

vocal spire
#

ok

weak lodge
#

just curious is there something up with lower frequencies on your recording

vocal spire
#

idk

#

I just went to obs and messed with some stuff

weak lodge
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idk feels pitch shifted or smthn to me

vocal spire
#

this is what happens when I build jngo's custom charms mod and combine it with CharmHelper

nimble lake
#

what's that charm?

vocal spire
#

It is for a different mod I'm working on, I am currently adding a easy mode to Uuwuu(to enable easy mode you must use a high notch costing charm to balance out easy mode)

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the new charms still turn invisible when I equip them

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ok

ornate rivet
#

dont post this here

#

this is for modding discussion
issue resolved

potent palm
#

Ok

potent palm
#

Accidentaly posted my idea here nothing more

vocal spire
#

Ok

potent palm
#

Oh ok

vocal spire
#

Is it related to the black holes created by equipping custom charms?

#

Ok

fair rampart
#

did you add the charm sprites to CharmIconList.Instance.spriteList

vocal spire
#

I think so

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they become a black hole that consumes all charms equipped after that charm... until you unequip it

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I hope you can get it to work. This is a really cool way to add charms

vocal spire
#

ok, good luck

vocal spire
#

Why didn't I think of that?

#

what did you change?

#

why does that conflict?

sage holly
#

what does YEET does?

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oh

coarse lintel
#

Cosmetic charm hollowswag

vocal spire
#

charm that changes the knight's appearance

fair rampart
#

What does it do

vocal spire
#

I noticed that when I tried 40 new charms

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Ok

#

What mod packs will look like in 5 years

ornate rivet
#

just add a second page dableft

vocal spire
#

Ok

#

I gtg

ornate rivet
#

damn

potent palm
#

Nice

heavy pelican
#

whats that for?

sage holly
#

pale court mod

nimble lake
#

i wonder if that would work with charms that make your nail longer

dire glen
#

sorry, I'm a little uniformed, what does that charm do?

nimble lake
dire glen
#

does it replace your nail with void tendrils?

#

oh

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thats really cool

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what I really want to know now is if it works with quick slash and fury of the fallen

nimble lake
#

same

dire glen
#

I mean, fury of the fallen plus that would be totally busted, so maybe make the combination cost extra notches? Like make fury of fallen cost 4 instead of 2 notches with the void whip charm?

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jeez, thats a lot

#

makes sense though

unborn flicker
#

Just added a new mini mod PaletteSwapper to the ModInstaller. It randomizes the color tints of rooms for each area.

vocal spire
#

Cool

dire glen
#

That sounds fun. How drastic are the changes though?

vocal spire
vocal spire
#

yay

flat forum
#

heck ye

copper nacelle
#

yeah those are global transitions

unborn flicker
#

It's kind of annoying, because instantly destroying the Prompt Marker means it gets lost by the preloader, and it isn't in the GameObject dump I have either

#

Well, it was easily fixable by making a new child with the same name, but it certainly took me a while to figure out what spaghetti I was dealing with

copper nacelle
#

yeah it sucks

unborn flicker
#

This is the inspect region on one of the tolls in Mines_33 (the dark room in Crossroads leading to Peaks)

#

I think I've seen the same thing before though with Greenpath lore tablets, maybe

ornate rivet
#

nes typing hmmmmm

dark wigeon
#

What

ornate rivet
#

go on

dark wigeon
#

You want to load the gameobject without running the script that calls destroy?

unborn flicker
#

Yeah, before I fixed it, you could interact with the toll, but it wouldn't display the prompt marker

#

fixing it was just adding a new child object with name "Prompt Marker"

copper nacelle
#

any setstate

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i used one but it was the inf one

unborn flicker
#

Yeah, my toll also started out darkened and inactive, probably for the same reason

dark wigeon
#

Ye anyway there's that static preloader sitting around that I'll get to at some point

unborn flicker
#

is that loading objects from the scene file without loading the scene?

dark wigeon
#

Yeah

unborn flicker
#

Yeah, that sounds pretty amazing

#

The preloader now is still pretty versatile but you have to be careful sometimes

copper nacelle
#

root

vocal spire
#

I’m going to start on the sans mod the moment I can because I have a sudden urge to work on it

ornate rivet
#

👌

safe hamlet
#

what's the sans mod now

ornate rivet
#

sans fight in hk probably

vocal spire
#

Die

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That is sans

#

Also planning an dream version

flat forum
#

an dream version

vocal spire
#

Gray prince sans

#

Exactly the same, except gray prince zote is placed in the arena

bright flax
#

how do you make a mod?

vocal spire
#

You need programming experience

bright flax
#

I have some

vocal spire
#

Ok

bright flax
#

With Java and C#

vocal spire
#

Look at the example mods, and hell mod(better example)

bright flax
#

ok... what app do I need or program or software etc. do I need?

unborn badger
#

dnspy is used to look at the code

vocal spire
#

You should get something like dnspy for viewing the games code

#

And something like visual studio to make code

bright flax
#

ok

vocal spire
#

And fsm viewer

#

Dnspy can also be used to look at mods

bright flax
#

so should I download it from Github or some website?

vocal spire
#

Github is where I got it

bright flax
#

ok

vocal spire
#

Yes

bright flax
#

ok

#

thanks

vocal spire
#

Fsm viewer is in the pins

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So are some other helpful things

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Anyway, gtg

bright flax
#

thank you

#

how do I use dnSpy? which folder?

vocal spire
#

Have you opened it?

bright flax
#

no

vocal spire
#

Once you download it look for Dnspy.exe

bright flax
#

idk which program

#

ok

vocal spire
#

I got netcore, idk if it was right

#

I think I have a bit more time before I need to go

bright flax
#

I have to finish redownloading visual studio

#

I had to update it and stuff

vocal spire
#

For some reason visual studio glitches when I update it

austere palm
warm copper
austere palm
#

he said its for the mod he’s making or something. its a stagger animation

warm copper
#

Oh interesting, very cool

coarse lintel
#

Is this a new stagger animation? Interesting

remote zealot
#

Good luck on the mod shroompog

vestal hinge
#

Hi!! im new around here and i wanted to know if there is any tool which i could use to modify sprites, text, sound, etc.

vocal spire
#

Well, there are a couple ways modifying sprites can be interpreted. Do you mean replacing sprites in the game like custom knight? Or do you mean modifying spritesheets?

vestal hinge
#

more like modifiying spritesheets

vocal spire
#

Ok

#

If you want to modify the spritesheets directly, look at the last pin in art discussion. If you want to modify each frame of each animation in the spritesheet separately, use godump and sprite packer in the pins here

vestal hinge
#

ok thanks

west ridge
#

I see modding is peaking new comers interests myself included

old lion
#

guess he's dead too

swift spruce
#

I’m taking a coding class next year and once I know how, I want to try modding HK. Is it possible to do this on the switch version? I know it’s hard to mod on the switch but not impossible.

ornate rivet
#

nope

tiny cypress
coarse lagoon
#

@jolly oriole can i do a vid on test of teamwork or do i wait until its relist (not beta/on mod installer)

#

?

coarse lagoon
#

and if i can help with it ill be glad to (i dont know how to code tho so i think i wuldent be much hwlp)

#

help *

flat forum
#

pretty sure ToT itself is done

coarse lagoon
#

its not

#

its cut in the middle kinda

coarse lagoon
#

ok im doing it

flat forum
#

@coarse lagoon

coarse lagoon
#

so?

flat forum
#

as I said, ToT is just about done

#

the latest ver's just outdated

#

or like the one grenade's posted

coarse lagoon
#

when did it update?

flat forum
#

...

coarse lagoon
#

today?

flat forum
#

dude be patient

gilded lotus
#

Did you get their permission before saying you were gonna make a video on it

coarse lagoon
#

ok sorry

#

no

gilded lotus
#

Then don’t

flat forum
#

wait for perm if it's not done then

coarse lagoon
#

ok

#

was he on?

#

atall today

flat forum
#

no clue

coarse lagoon
#

ok

flat forum
#

you can like check

#

latest message was slightly less than 17 hours ago

flat forum
#

how's work goin'?

vocal spire
#

Yay, I forgot where to get achievement helper

ornate rivet
#

pog

unborn flicker
#

@rain cedar Do you remember why you had the call to stop all coroutines on the code to change scene after dnail/nailmaster's glory? Was there a specific issue or something?

#

Although I guess it is also bad practice on my part to always use GameManager to start coroutines in mods

safe hamlet
#

why? 🤔

unborn flicker
#

you can start coroutines on any monobehaviour, and then they won't be stopped if another mod needs to clear, say, all coroutines related to scene loading

#

I didn't see any issues when I removed the line in that code snippet, but there could be a weird interaction I'm missing

rain cedar
#

Don't remember exactly but yeah I had some problem

safe hamlet
#

oh yea

copper nacelle
#

it's so convenient

#

just sitting there

#

waiting for coroutines to be started on it

safe hamlet
#

twitchmod moment

nimble lake
#

How do I replace an audio file in the game?

#

and make it into a mod if possible

patent zealot
#

I remember 56 or someone posted a mod that randomises the sounds

ornate rivet
#

I know very little about audio but from what I understand:
Find the gameobject that makes the sound you want. Get the AudioSource component of the gameobject.
Find the name of the audioclip.
Replace the audioclip with your audioclip.
Done

flat forum
#

the editor helps with finding the gameobjects tbh

copper nacelle
safe hamlet
unborn badger
#

what is this

safe hamlet
#

best mod ever

#

coming soon

coarse lintel
#

sneak peak of the Pale Court mod of course

haughty geode
copper nacelle
safe hamlet
#

gottem

copper nacelle
weak lodge
#

based

limber walrus
copper nacelle
limber walrus
#

Fair.

floral furnace
#

epic

ornate rivet
#

based on what

mossy saddle
#

I need help. How do you add rooms to the game?

vocal spire
#

Asset bundle

mossy saddle
#

Is that a mod or folder?

vocal spire
#

And look at other mods that add rooms or add gateways that lead to rooms

#

Neither

ornate rivet
#

look at pins for info on assetbundling

sage holly
#

I should learn how to make rooms soon, but I would have to download a few things

mossy saddle
#

I'm doing this to add a fan made dlc type thing

sage holly
#

nice

#

a new era of mods is arriving: the fanDLC era

mossy saddle
#

I have the asset bundle pin saved

vocal spire
#

Who wants the pale court dlc? Only $999999999

sage holly
#

you say that like its a joke

vocal spire
#

No I’m serious

#

Jk it was supposed to be one of those scam things. For example, before tmodloader became official, I saw a couple places trying to sell it as dlc for terraria

sage holly
#

funny thing: 99.99% of the sprites (made by me) are done

vocal spire
#

Ok

#

Hope it gets finished

limber walrus
#

funny thing: 99.99% of the sprites (made by me) are done
@ornate rivet Someone is procrastinating garmond

ornate rivet
#

hmmmmmmmmmmmmmm

sage holly
#

nah, saleh is the only one that have made progress in a boss in the last two days, that Im aware of

limber walrus
#

jngo102 cough cough

copper nacelle
#

haha yeah pinging people

limber walrus
#

Sorry I'll stop.

copper nacelle
nimble lake
#

how can I use dnspy to see where instances of a variable are being used inside the code?

copper nacelle
#

analyse moment

nimble lake
#

where's that?

#

tbh i'm not sure where in the namespace the thing i'm looking for would be, so I wanted to search the entire thing

#

stuff for deep focus

#

charm 34

#

either that, or how fast it heals you

#

how fast you focus

#

as in how much time it takes for you to heal the masks once you start healing

#

seems to be a private though..

#

I can't find a Knight without anything else in fsm

vocal spire
#

Yeah

nimble lake
ornate rivet
#

how is this not more complicated than just using code tc

nimble lake
#

this is something i never understood - didn't they remove playmaker stuff in lifeblood update?

ornate rivet
#

they removed some playmaker stuff

#

for example, enemy/boss hp used to be fsms

#

and they were horrible

#

now we have 1 very nice class instead

#

HealthManager

#

Graig said Wilbo said he wants to make PlayMakerFSM stuff cleaner for us in silksong

#

I hope this is still true

nimble lake
#

how much time does it take to heal with normal focus?

#

wiki just says that deep focus is 65% slower

warm copper
nimble lake
#

thanks

#

the time it takes to heal?

#

who said it's 0.027 x 100?

#

ah ok

#

so that x 33?

#

which _fsm method am I looking for?

#

I think this is right?

        public void deepFocusNormalize()
        {
            PlayMakerFSM _fsm;
            if (PlayerData.instance.equippedCharm_34)
            {
                _fsm = GameObject.Find("Spell Control").LocateMyFSM("Deep Focus Speed");
                _fsm.RemoveAction("FloatMultiply", 1);
            }
        }```
copper nacelle
#

no

#

the gameobject is the knight

#

the fsm is spell control

#

Deep Focus Speed is a state

unborn flicker
#

the fsm is attached to HeroController anyways

vocal spire
#

What about editing the fsmvariable(if there is one for focusing)?

nimble lake
#

I see

#

And one more thing, how can I change the name of the mod in the mod menu in game?

#

I tried changing a bunch of things, but it didn't change in game

vocal spire
#

I think I know how to but idk if it is correct

#

public Modclassname() : base("Modnameingame")
{
}

nimble lake
#

i'm also not too sure how to call those methods

vocal spire
#

When hero controller starts?

nimble lake
#

i'm not sure

#

i'm not very experience with that type of stuff

vocal spire
#

I think soon(later today) I will try to add a modded boss pantheon. It can't be that hard? All I need to do is copy one of the pantheon doors, change the scene that you are transitioning to, and then go through all of the modded bosses(I think)

#

I'm probably missing something

safe hamlet
#

bro what

#

they are literally telling you what to do

#

idk what you mean by i'm not sure

orchid slate
#

I want to start making hollow knight mods and i was wonder if anyone could help by showing me a video on how to get started

#

please @ me if you have anything

vocal spire
#

Afaik there are no videos

#

I am planning to make a tutorial on making a simple boss mod though

#

Look at the example mods, and look at the hell mod bc it is a better example

#

Also you should have experience with c#

unborn flicker
coarse lintel
#

glad to see tutorials being worked on, helps us who don't exactly know what we're doing hollowknice

#

my appreciation goes out to you

vocal spire
#

I’m just going to make a boss template that people will fill in some of the stuff like scene names, then I will do the tutorial on changing the boss fsms. I think I will do it on vengefly king

vocal spire
#

pretty much done on the boss template. now all that's left is the video on how to use it with fsm viewer

#

I need to get some sleep now before I reach a new record of hours spent awake.

nimble lake
#

I still can't seem to figure out how to load the method that makes deep focus heal you at normal healing speed

public static IEnumerator deepFocusNormalize()
        {
            yield return new WaitWhile(() => HeroController.instance == null);
            yield return null;

            PlayMakerFSM _fsm;
            if (PlayerData.instance.equippedCharm_34)
            {
                _fsm = GameObject.Find("Knight").LocateMyFSM("Spell Control");
                _fsm.RemoveAction("Deep Focus Speed", 1);
            }
        }```
vocal spire
#

Just do it at some point when the knight exists

west ridge
#

@vocal spire I'm also making a tutorial series when you make it can I add it to the playlist?

vocal spire
#

Yes, that would be fine

nimble lake
#

Alright, I got the mod working. Thanks everyone who helped out

#

I don't actually know how to do stuff like that honestly. I had to ask for a lot of help here just to implement this tiny modification. Besides, I'll be the only one who uses this

west ridge
#

how do gateways work like level transitions in to a scene, say if i wanted to bundle custom assets and had a custom scene how would i create a doorway/way to it that works like regular scene transition?

vocal spire
#

I think you make a gateway that leads to your custom scene and load your custom scene

vocal spire
#

Well, I have finally made a git repository. It was more confusing than expected

sage holly
#

any free programs to make trnasparent gif that y'all recommend?

vocal spire
#

I wish I knew one other than piskel.

coarse lintel
#

GIMP works but it's a bit tedious and it's quality is a bit lackluster

west ridge
#

how do you make a gateway though? like is it a gameobject

ornate rivet
#

yea

#

go with a boxcollider and a certain name

#

the name has to contain either door, left, right, or other stuff along those lines

#

you can find the full list using dnspy

west ridge
#

do i look for "gateway" with dnspy?

ornate rivet
#

the name of that one method that transitions the player

west ridge
#

thank you

#

also where can i tell where the knight is in the map is there a mod for it?

ornate rivet
#

in playerdata probably

#

homothety would know

west ridge
#

if i had to guess it would be playerdata.transform.position but idk

ornate rivet
#

oh what

#

you mean the player's position?

#

as in coordinates?

west ridge
#

yeah

ornate rivet
#

oh

#

HeroController.instance.transform

west ridge
#

thank you

ornate rivet
#

yw, make sure HeroController.instance isn't null

west ridge
#

HeroController = this?

ornate rivet
#

what?

west ridge
#

to make sure sure it's not null

ornate rivet
#

if (HeroController.instance != null)

#

HeroController is a class, not an instance/object

west ridge
#

thank you

brazen dust
#

Hi

#

Where can I start to make some mods?

ornate rivet
brazen dust
#

ok

ornate rivet
#

it's not finished so the example mod linked in the getting started page will be very useful

brazen dust
#

ok thank you

#

Hey, so I'm reading something about installing the modding API. Is that ModInstaller? because I already have that installed.

ornate rivet
#

yea

brazen dust
#

ah, ok

simple escarp
#

I have a question: If I use custom sprites (not just recolors), will there be any problem on the animation or do they just animate the way the sprites are displayed on the custom skin folders?

#

Like, anything I put there will be animated?

ornate rivet
#

yes, it will break

simple escarp
#

oh so there is code to manipulate the sprites in-game?

ornate rivet
#

If you go outside the rectangular border of each sprite, you will break the animation

simple escarp
#

ah no, I mean, inside the sprite

ornate rivet
#

then wdym?

simple escarp
#

is anything I put inside the sprite going to be normal, like, there is no code that goes a certain area and changes it or something?

vocal spire
#

Wdym?

ornate rivet
#

what you put in there will be displayed, I'm not sure what you mean

simple escarp
#

I'm planning on making my custom vessel into a skin, so it has a lot of different features, like different horns, longer cloak, different head size

#

what you put in there will be displayed, I'm not sure what you mean
@ornate rivet That's exactly what I was curious about, thanks

ornate rivet
#

I wish wilbo's giveaway was a signed receipt of his PlaymakerFSM purchase

vocal spire
#

Why?

rain cedar
#

Much more interested in seeing a signed invoice from hiring a contractor to do all the programming for them

vocal spire
#

ok

ornate rivet
#

custom unity projects

#

not sure if it's even possible in the nes editor

flat forum
#

okay I went and removed all the unneeded parts

#

I just go >Remove Component on everything, now?

#

(the Edit Differ component)

#

okay did that

#

do I export and send it to Saleh again?

#

wait gotta

#

Assetbundle?

#

or?

#

sorry brain a little fried today

#

not someone, everyone!

copper nacelle
ornate rivet
#

yea assetbundle it

#

the first video that I've pinned in the art channel shows how to @flat forum

ornate rivet
#

anyone know why this happens?

#

I'm trying to assetbundle the unity scene Utiny ripper outputs

#

pls smart ppl

copper nacelle
#

simply make your m_AssetToPrefab not empty

ornate rivet
#

you've assetbundled from nes's editor before?

#

I believe it's trying to find it where paper's had his stuff

#

@dark wigeon

#

I opened another person's hkedit2 project

copper nacelle
#

i want to do more parts like fsm editing and asset bundles and such

ornate rivet
ornate rivet
vocal spire
#

Yay

#

I’m still working on my tutorial

dark wigeon
#

Oh if you're trying to open another user's scene that won't really work

#

I can make it work but there's no way to easily make it work right now

#

@ornate rivet

#

When the scene is built it just used hardcoded paths since it's like the only way

ornate rivet
#

ok

#

any idea why assetbundling utiny stuff isn't working?

vocal spire
#

.......maybe it doesn't want to be bundled..... you should respect it's decision by constantly assetbundling it over and over again until it obeys

ornate rivet
#

ok so I hadn't given utiny the dll files

#

let's hope it works now

#

nope

#

wtf does this even mean

#

it doesn't open to anywhere

#

it seems that utiny wasn't able to link the script's stuff to GOs

#

but I dont think this is the problem

#

hopefully I will be corrected if it is

#

pls let it work

vocal spire
#

If it doesn’t work just tell it to work

#

This only works if it is afraid of you

ornate rivet
vocal spire
#

looks good

ornate rivet
#

oh god this is going to be so much pain

vocal spire
#

but isn't all programming pain?

ornate rivet
#

not necessarily

vocal spire
#

Ok

ornate rivet
#

does this mean other unity games like cuphead can be assetbundled into hk thinkgrub

#

well I dont feel like trying it out

vocal spire
#

Hmmm

#

Ideas

ornate rivet
#

it takes 10 minutes just to assetbundle

#

the blur plane doesn't work

vocal spire
#

Ok

ornate rivet
#

might try to steal it from another scene

#

do they all have blur planes?

#

totally, completely, absolutely and most definitely not related to this but
any modders want to work on the pale court mod?

#

pls

#

I'm not sure why the lighting is so dark, does that not come with the scene?

nimble lake
#

yo dark queens gardens looks pretty dope

copper nacelle
#

wdym work on

#

isn't it like mostly done

ornate rivet
#

thanks grenade

#

I mean, it would be nice if someone did all the new scene code, implementing the fights in non-godhome locations, hunter's journal stuff, etc, 56

#

Grenade, is the blurplane also broken because of scenemanager or is that a different problem?

flat forum
#

@ornate rivet I'M SORRY

#

I REALISE THAT THIS IS PROBABLY LIKE 90% BECAUSE OF UNITY NOT DISPLAYING DEPTH PROPERLY AND ME WINGING THE Z AAAAAAAAAAAAAA

ornate rivet
#

what?

#

this is entirely different from nes's editor

#

it's a different program

ornate rivet
#

I wish assetbundles would copy over scripts

#

it would be so useful if all of this would just come with the assetbundle

#

fuck unity

safe hamlet
#

all my homies hate unity

ornate rivet
#

@jolly oriole
I changed all the scenemanager settings to match the ones queen's gardens has but the room is still dark

#

where can I get a blurplane from

vocal spire
#

Maybe it just doesn’t want to work

ornate rivet
#

Maybe that statement is not very helpful

vocal spire
#

Yeah, I’ll stop

ornate rivet
#

thx

ornate rivet
#

doing all this just resulted in the bg turning green

fervent fox
#

trying to make a hollow knight skin to use with customknight, does anyone know if i can change the knight on nosk and/or the cracked mask it drops?

#

and on that note, what about the appearance of the knight in the pantheon of the knight cutscene/when the skull breaks after fighting the radiance normally/when hornet rescues the knight?

knotty monolith
#

I don't think you can when it turns into the big spidermonster, but Nosk just running around oretending to be you and the mask it drops will be automatically changed

ornate rivet
#

9.1 @jolly oriole

knotty monolith
#

no idea about the other thing

ornate rivet
#

ok

fervent fox
#

hmm, that's a shame, i got ahold of the nosk spritesheet and all...

ornate rivet
#

that just makes things even deeper into the bg

#

ok

#

Fungus3_34

#

hmm there's also stuff called Haze

fervent fox
#

does anyone have the default sprite sheet for geo? i can't find it for some reason

ornate rivet
#

one of the spritesheets in custom knight

#

fuck haze

#

that's the problem

#

so in conclusion
fuck unity
fuck haze
fuck blur
fuck this game

#

where can I get UIBlendscreen material?

#

do I need to preload?

#

alright

#

bruh setting the material to the preloaded go's material didn't fix it

#

bummer

#

hmm?

#

thankee

#

oh ok

copper nacelle
#

but will he remove the logs

ornate rivet
#

FiveKnights.preloadedGO["Haze"].GetComponent<SpriteRenderer>().material.mainTexture?

#

the blurplane didn't have texture?

#

oh yea it was a mesh

#

the hazes work now (the lightbulbs give light) but the blurplane still doesnt

#

does scenemanager update as you change its settings?

#

maybe that's why

#

nope it uses private void update

ornate rivet
#

how did tc put their atlas textures on material?

#

is there a special shader I need to use

#

this is the shader

safe hamlet
#

saleh don’t they all have string overloads for the property id? SetTexture/SetColor etc

#

what how

#

it does it internally

#

and how is that more expensive

#

yes and?

#

it's insignificant

#

for a much better looking code

#

i would get your point if you did called the proptoid outside the foreach loop

#

it still wouldn't be that significant

dark wigeon
#

Are there problems

solemn geyser
#

How do I download the unity folder for hollow knight? I might be interested in modding the game and I'm not sure exactly how to begin.

flat forum
#

well mostly you need something to write and compile code n

ornate rivet
west ridge
#

did you try preloading it?

ornate rivet
#

yea

west ridge
#

that's as far as my knowledge goes sorry 😦

#

what's the name of the door methord that allows you to go to one scene to the next and do i need a gameobject to desccribe where it transitions me to in the next scene?

ornate rivet
#

door method?

west ridge
#

yeah i don't know the actual name but it's like when you go "forwards" to go to the next scene

ornate rivet
#

you want to make the player walk somewhere and come out into a different scene like in the game?

#

If that's what you want then you need to make gateways

west ridge
#

yes

#

how?

ornate rivet
#

but it still DOESN'T WORK IN THE GAME

#

WHYYYYYYYYYYYYYYYYYYYYYYYYYYYY

west ridge
#

applying them can be a pan in the ass i'm not sure if this helps but here was my attempt at adding shaders a while back


public class MaterialScript : MonoBehaviour
{
    //It doesn't work. What the fuck
    //Ok it kinda does but only once you open the material in editor while it's running

    //Set these Textures in the Inspector
    public Texture m_MainTexture, m_Normal, m_Metal;
    private Renderer m_Renderer;
    public Vector2 Offset;
    public Vector2 Tiling;
    public float scroll_speed_on_x;
    public float scroll_speed_on_y;
    public gameobject game_object_with_texture;
    // Use this for initialization
    void Start()
    {
        //Fetch the Renderer from the GameObject
        m_Renderer = game_object_with_texture.GetComponent<Renderer>();

        m_Renderer.material.SetTextureOffset("_MainTex", Offset);
        m_Renderer.material.mainTextureScale = (Tiling);
        //Make sure to enable the Keywords
        m_Renderer.material.EnableKeyword("_NORMALMAP");
        m_Renderer.material.EnableKeyword("_METALLICGLOSSMAP");

        //Set the Texture you assign in the Inspector as the main texture (Or Albedo)
        m_Renderer.material.SetTexture("_MainTex", m_MainTexture);
        //Set the Normal map using the Texture you assign in the Inspector
        m_Renderer.material.SetTexture("_BumpMap", m_Normal);
        //Set the Metallic Texture as a Texture you assign in the Inspector
        m_Renderer.material.SetTexture("_MetallicGlossMap", m_Metal);
    }
    private void Update()
    {
        if (scroll_speed_on_x != 0 || scroll_speed_on_y != 0)
        {
            float newoffsetx = Time.time * scroll_speed_on_x;
            float newoffsety = Time.time * scroll_speed_on_y;
            m_Renderer.material.mainTextureOffset = new Vector2(newoffsetx, newoffsety);
        }
    }
}
ornate rivet
#

my shader works in the editor

#

you can see that in the screenshot

#

but in the game, it turns into a solid color

west ridge
#

i'm not certian if it needs to be applied seperatly with code it might as i'm not sure if bundling saves editor stuff

ornate rivet
#

yea I'm resetting its settings in code

west ridge
#

i'm probably wrong but i hope it leads you in the right direction

#

darn

ornate rivet
west ridge
#

doesn't 0f on the alpha make it invisable?

ornate rivet
#

well it doesn't

#

it makes the texture invisible but there should be no texture so it doesn't matter

west ridge
#

ahhhh ok well i'm not certian what's wrong out of curiousity why don't you do shad.SetColor ?

ornate rivet
#

I dont think you can do that

west ridge
#

i'll have a look through the unity docs i doubt i'll understand much but hopefully i can find something to help

ornate rivet
#

ok I might not have been assetbundling the right thing

#

we'll see

west ridge
#

fair

#

i always make daft mistakes a month ago i tried coding something and couldn't understand why my code wasn't running i missed the capital f in Fixedupdate()

ornate rivet
#

lol

west ridge
#

it happens XD

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is var shorthand for an expected datatype?

copper nacelle
#

inferred type

west ridge
#

thank you

ornate rivet
#

nope

#

still the same

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why why why why why why why

flat forum
#

that Shader looks amazing in Unity tbh

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think you can make one for Ze'mer?

vocal spire
#

Hope you can fix it

ornate rivet
#

I dont get it.
I removed blurplane then did

GameObject blur = new GameObject("FUCK");
var sr = blur.AddComponent<SpriteRenderer>(); 
sr.sprite = whiteRectSprite;
sr.material = assetBundle.LoadAsset<Material>("mat");
blur.SetActive(true);
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how does this not work

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changing the blur amount doesn't do anything in hk but it works in unity

copper nacelle
#

new GameObject(":FUCK:") imo

ornate rivet
#

same

vocal spire
#

If you can’t make the stuff work in the new stuff, just break the stuff that does work.

median roost
#

Logic

ornate rivet
dark wigeon
#

The reason materials textures and shaders don't transfer is because if you were to save the scene with them all in the same file, unity would crash. So hkworldedit actually uses two scenes

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But it breaks bundling

#

But you can just do a post process build on the bundle and copy it in

ornate rivet
#

I'm saving the shader and material in a different bundle from the scene

dark wigeon
#

It's still gonna break

ornate rivet
#

why?

dark wigeon
#

Because unity

ornate rivet
#

wdym break? The scene loads

dark wigeon
#

Nah I mean it tries to post process those assets and fails

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Like the materials should show up pink and such

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Shaders are already compiled so idk what happens with those

#

But we already have the source code for the blur plane anyway

ornate rivet
#

I copied the blurplane from the original scene and it still didn't work

#

it makes the blur plane a solid color still

dark wigeon
#

When I said

But you can just do a post process build on the bundle and copy it in
This is something that needs to be coded into the editor

ornate rivet
#

what's that

dark wigeon
#

Force copy assets in that were modified by unity

ornate rivet
#

idk how to do that

dark wigeon
#

Well yeah ofc you don't

ornate rivet
dark wigeon
#

You just have to wait a little bit

ornate rivet
#

okie then

dark wigeon
#

Honestly I wish unity would release source code like unreal :'(

dark wigeon
#

Not sure where you're quoting this from but the header is always compressed no matter what but the bundle data itself can be configured to save uncompressed

#

You can post process it tho

ornate rivet
#

how come the shader partially works if assetbundling fails?
The screen does get tinted to the color I set, the problem is that it doesn't blur the bg like it does in unity

dark wigeon
#

I don't know

#

Do you want to try with the original source and swap out the shaders on the material

ornate rivet
#

original source as in the original scene?

dark wigeon
#

Original shader source

ornate rivet
#

swap it with what?

dark wigeon
#

This is like the shader from the decompiled scene that you're using right

ornate rivet
#

that's what I was using

#

when that didn't work I tried using a diff shader from online

dark wigeon
#

Which one

#

It's probably the same one

ornate rivet
#

they have different code

dark wigeon
#

Do you have a link

ornate rivet
#

uh lemme see

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the one by cician

dark wigeon
#

Use the later ones

#

But yeah that thread is where the shader HK uses is from

ornate rivet
#

dang

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so why doesn't it work smh

dark wigeon
#

Idk I haven't even tried

#

Can you try the newer shaders from that thread

ornate rivet
#

ok

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the very last one?

dark wigeon
#

I used the second to last

#

But that probably works too

ornate rivet
#

didn't we try this already yesterday

#

the BlurPlane comes with a BlurPlane component, doesn't it?

#

how come you AddComponent then?

safe hamlet
ornate rivet
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there is no blurcamera in fungus3_34

#

blurplane, not blurcamera

#

at least not in the scene hierarchy printout

#

yea

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not camera

safe hamlet
#

really?

#

wtf

#

uhhh

#

it should always be under tk2dcam

#

did yall dump that?

ornate rivet
#

no, I got it from 56's pin

#

actually I found _Effects/BlurPlane from Utiny Ripper

safe hamlet
#

are you guys making a new cam or just doing whatever tc is doing?

ornate rivet
#

just doing what tc did

safe hamlet
#

should already have it then

#

just in case tho, dump the tk2dcam

#

because it's under tk2dcam

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if you apply any effect to BlurCamera, the background is affected

#

either way, i am pretty sure the camera yall are using already has it, so that's not the issue here

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bruh

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yea maybe

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either way try adding it, it's like super simple

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white theme, time to kill saleh

ornate rivet
safe hamlet
#

yea should be fine then

ornate rivet
#

ok lemme go kill myself

safe hamlet
#

no don't

ornate rivet
#

I've tried 500 variations of everything and every time I assetbundle, I have to wait 20 minutes

safe hamlet
#

feelsbadman

#

get 56 to asset bundle it

copper nacelle
#

no

safe hamlet
#

toxic community

ornate rivet
#

I dont want 56 to die

#

I'll try grenade's code again

safe hamlet
#

i assume sf uses that code for ToT?

ornate rivet
#

probably

safe hamlet
#

and it doesn't work with your scene or have you not tried it yet?

ornate rivet
#

I tried it yesterday

fair rampart
#

i don't found the Hollow point file . . .

copper nacelle
#

no yû

safe hamlet
#

gottem

fair rampart
#

ye

ornate rivet
#

please not here

vocal spire
#

Wdym

fair rampart
#

T-T

ornate rivet
copper nacelle
leaden hedge
#

and #snail-help

copper nacelle
#

your mother

safe hamlet
#

saleh beat you by typing more

#

truly dissgraceful

copper nacelle
#

but I'm on my phone

safe hamlet
#

oh

vocal spire
#

I’m on my phone too

safe hamlet
#

understandable

ornate rivet
#

as you can see, it does not work

flat forum
#

no blurplane hot ngl

#

I added no blurplane to the mod recently

safe hamlet
#

what's the FOUND BlurPlane? False

ornate rivet
safe hamlet
#

does it get yeeted by something?

ornate rivet
#

it means the blurplane isn't null

safe hamlet
#

i see

ornate rivet
#

patches of the bg look awful without blur plane papers

safe hamlet
#

don't you need to enable the component?

ornate rivet
#

bp?

safe hamlet
#

yea

#

i see

ornate rivet
#

I mean clearly it is on, otherwise the solid yellowish green wouldn't exist

safe hamlet
#

oh is that what that is

ornate rivet
#

yea

flat forum
#

oh shush it looks amazing

#

some questionable difference between resized low quality graphics and HQ stuff but it's not bad at all

ornate rivet
#

which image are you talking about?

flat forum
#

hm?

#

am mostly rambling about in general

ornate rivet
#

oh ok

flat forum
#

I'd hooked to the to run at RoomUpdate so I got to check out a lot of rooms with no blur

#

the crisper detail's really cool

ornate rivet
#

nope

#

the haze was already working so I didn't

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yea that works too

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thanks

#

why doesn't the blur work eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

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yea

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solid green

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ok

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ok but this isn't a new assetbundled scene

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the mesh in Plane

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or it should be

#

the one I'm using is the one that comes with unity

#

how do I add it in?

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yeppo

#

have to wait 20 min now

safe hamlet
#

pog

ornate rivet
#

still the same problem

#

same

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when I used the shader with a spriterender instead of a mesh, it stopped being a solid color and actually tinted correctly