#archived-modding-development
1 messages · Page 481 of 1
very good
poppy, is it ok if I remove icons from customknight? they're causing the game to crash with the latest charms update
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
It'd also make starting up the game much faster
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
does anyone know where I can find the shade in the hollow knight sprites?
ok
its in enemies & corpses
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
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 😦
congrats, my computer with all my fiveknights stuff also got corrupted last night
Hope you got a backup
The blue screen has been stuck at 100 percent for about 5 mins now
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
lmao
Lmao
Yeah I disabled skin support for now
OK I lost hopes and dreams for now
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
I mentioned an idea like that a while back, having fixed, pre-made skins as part of the mod itself
so player 2 would be a different shaped vessel and so on
I did too
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)
?i
Reminder: The mod installer (https://radiance.host/mods/ModInstaller.exe) and other modding resources can be found from the pinned messages.
Sorry something wrong with the vedio, I will reupload it))))
@still locust this is so beautiful, i need this skin, good job '-') b
how to add Modding and Unity libraries to csc path?
i am trying to recompile the Debug mod on my device(just for tests) and csc says that it doesn't know this libraries
csc?
msbuild
i am just getting a bunch of errors, when compiling a project
as i understood
i still cannot recompile the debug mod
because msbuild doesn't know about Unity libraries
"The type or namespace name 'Vector2' could not be found (are you missing a using directive or an assembly reference?) .../TestMod/TestMod.csproj]
"
and there are about 100 more of the same errors
You're missing the dlls for the reference then
so, how do i add them?
i mean
i need to link them somewhere
i hope i will manage to find them on my own
but idk where i should put paths to them
the csproj for the project has the list of references
and where it's looking for them
ok, thanks
is it this line <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />?
Where can I find in the code the code for flukemon?
whats this?
I love it
Awesome
I know what this is
I've seen that video a while back
I said that it was so cool it could have even been a mod on its own
so excited

very cool mebi
thanks
How do you look up gameobjects pre-assigned in this way? Also, is there a good way to re-assign in the same way?
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?
Hoping (naively) that there might be some gm/sm method I could hook instead of editing the fsm
nvm found it in sm.start
damn so everything is going to be changed?
I'm changing them when waiting for the member to change the dialogue, then I have finished so many
do you have programmers at TWP doing this for you
No we only have artists
But luckily we know how to pack them
So customknight mod is not that important now
wait doesn't just flat out replacing the assets mess with the game?
well i mean as in like you can't change skins easily and you'll have to verify game files to switch back
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
Of course I would prefer them be added in Customknight !
But we are too weak at programming
wait why is the game updating when silksong releases?
tc said they would do more bug fixes for hk once ss releases
yeah that sure would be nice to add to customknight haha good luck to whoever wants to pick that up
I never thought we would have more people willing to draw art than programmers
but apparently that's the case now
I contemplate programming the same way people contemplate going to the gym
Oh we have over a hundred members willing to draw in TWP, the result is we have too many private skins now
It seems that programmers prefer public mods, while painters prefer personal customizations
then there's me, who thought making 5 knights fight would be cool
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
) as well
sad
if you use their art as wallpaper they'll be furious
we just want to get paid
But it's also makes you feel good when everyone else admires your skin but can't get it
Oh I have released most of my skins so I'm a good guy
thank you
unfortunate
Aww I hoped it would be a custom knight skin
the parts supported by custom knight can be used
Why do you recommend to have a scene and the assets of said scene bundled separately?
what is the size of the hk in unity units? (kinda just want a size for referance)
also how do i manage moving to a new scene do i need a spawn position transform or something?
I dont recommend it, it's what you are supposed to do otherwise the game will crash.
Ahhh ok
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?
you want to make a gateway probably
I think someone made a mod as an example but idk where to find it
https://github.com/SalehAce1/CustomAreaTest
This uses it but it's kinda old
and it's made by me which means it probably does a bunch of dumb things
I would link TestOfTeamwork but that one is private
Ahhh makes sense I'm just trying to figure out how to make new levels
An demo of test of teamwork was posted a while ago
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
just load the custom scene's assetbundle before doing this
then put the name of your custom scene as the "toScene" parameter
that should work I think
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,
});
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)
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
I think that's it
Well now I want to make a custom scene too
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
(add it to indiecrossover mod if it's a boss from another game
)
Now that you mention it, that seems like it could be fun to do. First I will complete my current boss
I think I know exactly what boss to do
that's right, Agent Black from Iconoclasts

any crisanta from blasphemous
Eventually
hope so
Parry boss in HK? Sounds intense.
I was thinking undertale
I just thought how would Sans look as a HK boss fight
okie
Why does gorb have so many fsms?
I guess ghosts are just complicated
Who wants to make a mod for Marmu to have more fsms?
quick question is the knight's 2d collider's z value 0?
I wonder how this one is doing
https://github.com/HollowKnightMP/HollowKnightMultiplayer
Who will finish first?
them
they haven't done anything in 2 months
that's not a good attitude
would be interesting if they got enemy sync working like they planned to
come on, you can do it Jngo!
^
I'm so sick of hk bruh
because you did like 50 different mods at the same time my dude
tru
well, I guess that is a pretty big problem
Multiplayer is at least in a playable state, so I agree
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.
it looks like theres gonna be tons of custom mods so this would be VERY nice
it will never happen
Custom charm mods would have conflicts if multiple added charms
yeah
unless team cherry surprises us in silksong with that and mod support.... but that will also never happen
I concur
can you bundle the scene with the assets that are in the scene?
yea it's easy
A while ago I saw code for adding new charms, and it seemed complicated
well it was probably my code so
good luck on your project
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
Ok, thanks
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
just add it
I think the move would fit better with my ideas for Uuwuu 2
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?
there are some API docs pinned
you'll want to install the api
There are some examples you can look at
You'll want dnSpy to view the game code
and some IDE (visual studio or rider)
also if you want to mod bosses, you'll need to get a FSM viewer
Sweet! I'll take a look at it all, thanks!
just do what i did for bossrush 
i write my own ui stuff
only reason i didn't do the entire inventory is the map is aids
but thats probably the nicest way to get a nicely extendable ui for inventory items and charms
@fair rampart hey, is there any way to follow your multiplayer mod development?
what is the size of the knight?
Wasn’t that already answered in #modding-discussion
oh crap i though that was my phone no sendign messages i was so confused
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
Also, what happens when you equip them?
Ok
What charms are you going to add?
Ok, so if I wanted to add a charm, I would just need this as a dependency?
Ok, cool
So it would check if other mods add charms and then add them?
Cool
Good luck on it
i'm trying to make code that multiple mods can use, for saleh and the bois
:frogchamp:
any .instance
GameCameras.instance.hudCamera.gameObject.transform.Find("Charm Icons"); if you really want the go itself
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?
What is the charms go offscreen?
I think in jngo’s charm stuff they were able to move it
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.
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.
Here are the other repositories
https://github.com/homothetyhk/HollowKnight.ItemChanger
https://github.com/homothetyhk/HollowKnight.plandoplando
I'm sure it's fine
well i mean...we can add more charms now
I believe each hook is called when the next calls orig
Hooray, now I can add 30 new dreamshield charms, each with their own dreamshield
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
Oof
doesn't seem like it
Well, I just extracted it by creating that path in D drive, even though that's kind of a cheap solution
Yay, custom charms are working
I hope we don’t ever have enough custom charms to take up that whole menu
Also, how can I change how many masks I heal with focusing?
can I use it?
Those Pure Amulets are broken
Ok thanks
Thanks
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
Yeah
Thanks!
Now I just need to figure out how to convince myself to get out of bed and start modding
jngo stop working on your game and use this to finish pale court stuff
Wait , jngo making game?
ok, well I chose the right notch amount for my op charm
I'm not sure if this is a problem with CharmHelper or if I am doing something wrong
ok
just curious is there something up with lower frequencies on your recording
idk feels pitch shifted or smthn to me
this is what happens when I build jngo's custom charms mod and combine it with CharmHelper
what's that charm?
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)
the new charms still turn invisible when I equip them
ok
Ok
Accidentaly posted my idea here nothing more
Ok
Oh ok
did you add the charm sprites to CharmIconList.Instance.spriteList
I think so
they become a black hole that consumes all charms equipped after that charm... until you unequip it
I hope you can get it to work. This is a really cool way to add charms
ok, good luck
Cosmetic charm 
charm that changes the knight's appearance
Uuwuu Update(I don't have time to test this version)
What does it do
I noticed that when I tried 40 new charms
Ok
What mod packs will look like in 5 years
just add a second page 
damn
Nice
whats that for?
pale court mod
i wonder if that would work with charms that make your nail longer
sorry, I'm a little uniformed, what does that charm do?
does it replace your nail with void tendrils?
oh
thats really cool
what I really want to know now is if it works with quick slash and fury of the fallen
same
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?
jeez, thats a lot
makes sense though
Just added a new mini mod PaletteSwapper to the ModInstaller. It randomizes the color tints of rooms for each area.
Cool
That sounds fun. How drastic are the changes though?
Updated Uuwuu with easy mode
yay
heck ye
yeah those are global transitions
Has anyone had to deal with this sort of thing?
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
yeah it sucks
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
nes typing hmmmmm
What
go on
You want to load the gameobject without running the script that calls destroy?
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"
Yeah, my toll also started out darkened and inactive, probably for the same reason
Ye anyway there's that static preloader sitting around that I'll get to at some point
is that loading objects from the scene file without loading the scene?
Yeah
Yeah, that sounds pretty amazing
The preloader now is still pretty versatile but you have to be careful sometimes
I’m going to start on the sans mod the moment I can because I have a sudden urge to work on it
👌
what's the sans mod now
sans fight in hk probably
an dream version
how do you make a mod?
You need programming experience
I have some
Ok
With Java and C#
Look at the example mods, and hell mod(better example)
ok... what app do I need or program or software etc. do I need?
dnspy is used to look at the code
You should get something like dnspy for viewing the games code
And something like visual studio to make code
ok
so should I download it from Github or some website?
Github is where I got it
ok
is it this:
https://github.com/0xd4d/dnSpy
Yes
Have you opened it?
no
Once you download it look for Dnspy.exe
I got netcore, idk if it was right
I think I have a bit more time before I need to go
For some reason visual studio glitches when I update it
My friend daveytheduck asked me to send this here.
Wouldn’t that be more #art-discussion?
he said its for the mod he’s making or something. its a stagger animation
Oh interesting, very cool
Is this a new stagger animation? Interesting
Good luck on the mod 
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.
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?
more like modifiying spritesheets
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
ok thanks
I see modding is peaking new comers interests myself included
guess he's dead too
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.
nope

@jolly oriole can i do a vid on test of teamwork or do i wait until its relist (not beta/on mod installer)
?
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 *
pretty sure ToT itself is done
ok im doing it
so?
as I said, ToT is just about done
the latest ver's just outdated
or like the one grenade's posted
when did it update?
...
today?
dude be patient
Did you get their permission before saying you were gonna make a video on it
Then don’t
wait for perm if it's not done then
no clue
ok
how's work goin'?
Yay, I forgot where to get achievement helper
pog
@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
why? 🤔
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
Don't remember exactly but yeah I had some problem
oh yea
it's so convenient
just sitting there
waiting for coroutines to be started on it
twitchmod moment
I remember 56 or someone posted a mod that randomises the sounds
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
the editor helps with finding the gameobjects tbh


what is this
sneak peak of the Pale Court mod of course

got em
based
https://silksong.is-la.me
Why does this domain even exist?
Because silksong.is-la.me
Fair.
epic
based on what
I need help. How do you add rooms to the game?
Asset bundle
Is that a mod or folder?
look at pins for info on assetbundling
I should learn how to make rooms soon, but I would have to download a few things
I'm doing this to add a fan made dlc type thing
I have the asset bundle pin saved
Who wants the pale court dlc? Only $999999999
you say that like its a joke
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
funny thing: 99.99% of the sprites (made by me) are done
funny thing: 99.99% of the sprites (made by me) are done
@ornate rivet Someone is procrastinating
hmmmmmmmmmmmmmm
nah, saleh is the only one that have made progress in a boss in the last two days, that Im aware of
jngo102 cough cough
haha yeah pinging people
Sorry I'll stop.

how can I use dnspy to see where instances of a variable are being used inside the code?
analyse moment
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
Yeah
TC moment
how is this not more complicated than just using code tc
this is something i never understood - didn't they remove playmaker stuff in lifeblood update?
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
how much time does it take to heal with normal focus?
wiki just says that deep focus is 65% slower

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);
}
}```
no
the gameobject is the knight
the fsm is spell control
Deep Focus Speed is a state
the fsm is attached to HeroController anyways
What about editing the fsmvariable(if there is one for focusing)?
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
I think I know how to but idk if it is correct
public Modclassname() : base("Modnameingame")
{
}
i'm also not too sure how to call those methods
When hero controller starts?
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
bro what
they are literally telling you what to do
idk what you mean by i'm not sure
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
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#
Here is the main code behind hell mod.
https://github.com/fifty-six/HollowKnight.HellMod/blob/master/HellMod/HellMod.cs
Infinite notches also has a good bit of annotation, if you have no c# experience:
https://github.com/homothetyhk/HollowKnight.InfiniteNotches/blob/master/InfiniteNotches/InfiniteNotches.cs
glad to see tutorials being worked on, helps us who don't exactly know what we're doing 
my appreciation goes out to you
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
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.
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);
}
}```
Just do it at some point when the knight exists
@vocal spire I'm also making a tutorial series when you make it can I add it to the playlist?
Yes, that would be fine
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
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?
I think you make a gateway that leads to your custom scene and load your custom scene
Well, I have finally made a git repository. It was more confusing than expected
any free programs to make trnasparent gif that y'all recommend?
I wish I knew one other than piskel.
GIMP works but it's a bit tedious and it's quality is a bit lackluster
how do you make a gateway though? like is it a gameobject
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
do i look for "gateway" with dnspy?
the name of that one method that transitions the player
thank you
also where can i tell where the knight is in the map is there a mod for it?
if i had to guess it would be playerdata.transform.position but idk
yeah
thank you
yw, make sure HeroController.instance isn't null
HeroController = this?
what?
to make sure sure it's not null
if (HeroController.instance != null)
HeroController is a class, not an instance/object
thank you
start here
https://radiance.host/apidocs
ok
it's not finished so the example mod linked in the getting started page will be very useful
ok thank you
Hey, so I'm reading something about installing the modding API. Is that ModInstaller? because I already have that installed.
yea
ah, ok
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?
yes, it will break
oh so there is code to manipulate the sprites in-game?
If you go outside the rectangular border of each sprite, you will break the animation
ah no, I mean, inside the sprite
then wdym?
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?
Wdym?
what you put in there will be displayed, I'm not sure what you mean
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
I wish wilbo's giveaway was a signed receipt of his PlaymakerFSM purchase
Why?
Much more interested in seeing a signed invoice from hiring a contractor to do all the programming for them
ok
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!

yea assetbundle it
the first video that I've pinned in the art channel shows how to @flat forum
anyone know why this happens?
I'm trying to assetbundle the unity scene Utiny ripper outputs
pls smart ppl
simply make your m_AssetToPrefab not empty
you've assetbundled from nes's editor before?
how do I make it read from the right place?
I believe it's trying to find it where paper's had his stuff
@dark wigeon
I opened another person's hkedit2 project
https://youtu.be/Ul0iSlGRg1U i made a basic modding tutorial fwiw
i want to do more parts like fsm editing and asset bundles and such

Added to the docs
https://radiance.host/apidocs/Videos.html
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
.......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
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
it did it

pls let it work
looks good
oh god this is going to be so much pain
but isn't all programming pain?
not necessarily
Ok
does this mean other unity games like cuphead can be assetbundled into hk 
well I dont feel like trying it out
Ok
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?
yo dark queens gardens looks pretty dope
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?
@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
I wish assetbundles would copy over scripts
it would be so useful if all of this would just come with the assetbundle
fuck unity
all my homies hate unity
@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
Maybe it just doesn’t want to work
Maybe that statement is not very helpful
Yeah, I’ll stop
thx
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?
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
9.1 @jolly oriole
no idea about the other thing
ok
hmm, that's a shame, i got ahold of the nosk spritesheet and all...
that just makes things even deeper into the bg
ok
Fungus3_34
hmm there's also stuff called Haze
does anyone have the default sprite sheet for geo? i can't find it for some reason
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
but will he remove the logs
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
how did tc put their atlas textures on material?
is there a special shader I need to use
what does this mean?
this is the shader
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
Are there problems
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.
well mostly you need something to write and compile code n
@dark wigeon
The BlurPlane doesn't work properly when I assetbundle it from Unity into the game
https://discordapp.com/channels/283467363729408000/327461802311155714/729064433162125404
did you try preloading it?
yea
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?
door method?
yeah i don't know the actual name but it's like when you go "forwards" to go to the next scene
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
bruh wtf I made my own shader
but it still DOESN'T WORK IN THE GAME
WHYYYYYYYYYYYYYYYYYYYYYYYYYYYY
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);
}
}
}
my shader works in the editor
you can see that in the screenshot
but in the game, it turns into a solid color
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
yea I'm resetting its settings in code
doesn't 0f on the alpha make it invisable?
well it doesn't
it makes the texture invisible but there should be no texture so it doesn't matter
ahhhh ok well i'm not certian what's wrong out of curiousity why don't you do shad.SetColor ?
I dont think you can do that
i'll have a look through the unity docs i doubt i'll understand much but hopefully i can find something to help
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()
lol
inferred type
thank you
Hope you can fix it
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);
how does this not work
changing the blur amount doesn't do anything in hk but it works in unity
new GameObject(":FUCK:") imo
same
If you can’t make the stuff work in the new stuff, just break the stuff that does work.
Logic
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
But it breaks bundling
But you can just do a post process build on the bundle and copy it in
It's still gonna break
why?
Because unity
wdym break? The scene loads
Nah I mean it tries to post process those assets and fails
Like the materials should show up pink and such
Shaders are already compiled so idk what happens with those
But we already have the source code for the blur plane anyway
I copied the blurplane from the original scene and it still didn't work
it makes the blur plane a solid color still
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
what's that
Force copy assets in that were modified by unity
idk how to do that
Well yeah ofc you don't

You just have to wait a little bit
okie then
Wait for this to be fixed then it shouldn't be hard https://github.com/nesrak1/AssetsTools.NET/issues/17
Greetings. Is there a way to replace file in assets inside assetBundle, and save the modified bundle? I got the decompression and extraction part with AssetView.NET code, but replacement seems to b...
Honestly I wish unity would release source code like unreal :'(
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
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
I don't know
Do you want to try with the original source and swap out the shaders on the material
original source as in the original scene?
Original shader source
swap it with what?
that's what I was using
when that didn't work I tried using a diff shader from online
they have different code
Do you have a link
uh lemme see
Hi,
I have a vertex-fragment shader that use the Unity3D GrabPass functionality (it grabs the screen). And I apply my GrabPass to have a transparent...
the one by cician
didn't we try this already yesterday
the BlurPlane comes with a BlurPlane component, doesn't it?
how come you AddComponent then?
https://silksong.is-la.me/9kQtpxS.png does this not work
there is no blurcamera in fungus3_34
blurplane, not blurcamera
at least not in the scene hierarchy printout
yea
not camera
are you guys making a new cam or just doing whatever tc is doing?
just doing what tc did
should already have it then
just in case tho, dump the tk2dcam
because it's under tk2dcam
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
bruh
yea maybe
either way try adding it, it's like super simple
white theme, time to kill saleh
yea should be fine then
ok lemme go kill myself
no don't
I've tried 500 variations of everything and every time I assetbundle, I have to wait 20 minutes
no
toxic community
i assume sf uses that code for ToT?
probably
and it doesn't work with your scene or have you not tried it yet?
I tried it yesterday
i don't found the Hollow point file . . .
no yû
gottem
ye
please not here
Wdym
T-T
go to #archived-modding-help
and #snail-help
your mother
but I'm on my phone
oh
I’m on my phone too
understandable
what's the FOUND BlurPlane? False
Here's the code in case I am doing something majorly dumb
https://hastebin.com/ejunozofex.php
does it get yeeted by something?
it means the blurplane isn't null
i see
patches of the bg look awful without blur plane papers
don't you need to enable the component?
bp?
I mean clearly it is on, otherwise the solid yellowish green wouldn't exist
oh is that what that is
yea
oh shush it looks amazing
some questionable difference between resized low quality graphics and HQ stuff but it's not bad at all
which image are you talking about?
oh ok
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
nope
the haze was already working so I didn't
yea that works too
thanks
why doesn't the blur work eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
yea
solid green
ok
ok but this isn't a new assetbundled scene
the mesh in Plane
or it should be
the one I'm using is the one that comes with unity
how do I add it in?
yeppo
have to wait 20 min now
pog


