#The Mod Cemetery
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IM EATING FOOD AAAAAAAA
School
i am watching yt
Didn’t know
embed fail

BRO WTF
I'm learning here

I'll get tools up with the patch to devbranch so testers can start going at it
Since either way, you're gonna need to be able to upload
Or just pass files around in here
That feels like something that you wouldn’t want to do in a channel also used for disscusion
Nah not in here as in here here
I mean "in here" as in the forums
Like ideally your own thread
Oh
cool
what will be available when you release them
ost and object?
Depends on how much you mother fuckers RUSH ME
I will be waiting
impatiently
I want to destroy the perfectly crafted balance
by putting the sniper back into the game
e
e
porting weapons to Gmod?
They are not
I’m here
Yes you are
Damnit
You can always rush Andrew to finish it up
(reply for context)
PLEASE MR. NUTS
I HUNGER FOR THE MODS
You disabled the reply ping
You got to leave that shit on for maximum effectiveness
Absolutely not I don't wanna bother him
Ha ha
Wait you can see when other people reply ping?
Just say no boobs
That works too
Yeah
Reply ping on
Reply ping off
Hey so ive never modded a game before but id like to dip my toe into the modding community and see whats its like
hope that i can learn and work towards stuff
I'd welcome you to the railbow mod
You free today?
same boat as you

The beefy
The sniper is in the background
#1097907455800918126
That's temporary, but literally everything is in there
I'm trimming the fat and making #mod-assets
But that'll take some time since I'm really organizing it
This is about to be taken all my free time 
@slim zealot The final thing of note is that if someone gets me files, I will do the implementation for free when I have time.
For any mod

@slim zealot may redo the previous assault rifle @cursive tinsel
@jolly leaf poggers
Want help with implementing when the tools are out?
I should be good, but sure
What's your idea for the upgrades and special versions?
no clue
might have a peeled banana as babe'd version
or have the stock banana green and it becomes yellow when upgraded
LOLOLOL
or put a laser pointer on the banana or smth
tactical banana
I got a really potentially dumb idea
Door guys helmet weapon, all it does is he can throw it.
One attack before needing to reload and max ammo at a time is the same as the grenade launcher. It doesn’t explode or anything. He just throws it and it has similar gravity to the grenade launchers grenades. And right click door guy just puts it back on and it gives a bit of armor at the cost of all the ammo for it you have. So you’d have to go get more.
no idea is too dumb when it comes to modding
I don’t know how the armor thing would work. It would probably be just overcharge at full health
My second idea was basically the hot hand from tf2 but it’s the cold hand. Because of the metal armor.
Normal fire door guy does a slap and theirs a small cooldown(like 1/2 second) after four of them. The second variation is a powerful Pow where doorguy just. Puts his hand out in a finger gun and slightly tilts it up as if firing a bullet. It’s hitscan.
Door guys pow does make his hand hurt though so he has a 12 second cooldown
Reload animation is just cracking knuckles btw
I can't wait to release mod tools, have people go "wait, this is it?" and then I can immediately follow that up with "Here's V2 with a billion more tools" because that's exactly what's gonna happen
Soon™️?
Yes
Right now I am making some levels tho
I'll get back on mods once some of these are done
Since right now I have to remake a few systems' structures to get things working easily and smoothly
The one I am currently on is being called "Glass Highway"
im excited to see what else you have up your sleeve
Fuck yeah
Blockouts are useful af
I also have to make some new mechanics
Oh?
Like the swing and balance poles
I'm about to start on both of those
I'm gonna use them much more deliberately this time around
Fuck yes
They're gonna be pretty integral to level flow
Yeah, in all of A2. Basically their additions and changes to enemy difficulty is what's gonna set the gameplay loop apart from A1.
That, and then of course the tonal shift too
With the music and what-not
Dude im so excited
I am redoing a lot of my OST system rn tho
How so? to support mods?
I need to make it so that songs are based on their area rather than their type
That way I can differentiate between Act 1, Act 2, Act 3, and other areas.
So I'm basically just gonna do it in order of how you can approach the area.
So first is gonna be the Main Menu, then it'll be Prologue, then it'll be Harbor Deep, then Reflection, then Dungeons, then Act 1 Radio, then Blade Sentinel, then Act 2 Radio, then Lich Sentinel, then The Summit, then The World Sentinel, then Credits.
Sick
I think I have an idea for a weapon mod I wanna do
Go on

@shell sequoia is there a default image to show up in shops and chests for the weapons or are we required to make one?
New announcement is literally just targeted at me isn’t it
There will be a default one and you can make one
Aight perfect
lol
@shell sequoia pistol assets please 
Andrew maybe drop all the models
With and without anims
I bet most need with anims but I need without for mine
Demanding
Just rip the models from the animations
True but like I am horribly inexperienced with blender
Been a millennia since I touched it
That would be great actually
Because I need to re-rig the ENTIRE doorguy model for number 4 on my to do list
One thing that I fuck with though is the posting the hands for the gun animations
Just because too many hours in SFM babyyyyy
OKAY SO THE BULLET MODEL GAVE ME A IDea and I’m gonna write it here now before I forget.
One of those guns where you use a hammer to launch the bullet. I don’t know if they are real or not or just in memes but that’s it. And your alt is just switching to a different bullet type (pellets like a shotgun)
is the outline on gun and such in engeine or model
does disabling world outline get rid of it?
I don't know exactly what you are talking about
but if disabling world outline removes it, it is a in engine
ight
yeah, I know world outline is, but I did no know exactly what outline they were talking about so I just said that
It's the same effect
You have no idea how much of a Unity Moment that effect is

I’ve worked with Unity so I do
I've spent 3 months straight fucking with that effect to try to get a single thing to work to no avail because of the awful way unity handles camera stacking
I’ve also made game cheats before that use a similar glow outline method
For context I used to make cheats for gmod for developing anti cheats
Since I was the lead developer on a few servers
yes just need to finish some school work
i will be modding from 4-6 pst on weekdays if i am not pressured with a ton of schoolwork
I am still only learning c# but hope to help in any way possible!
NOW???
Finally now I can work on my mods
I swear if you finish these tools before I get home
I will be forced to kill you

this but if i fall asleep
it's midnight rn but i fear that if i sleep too soon i will miss out on the tools by 6 hours
Volley casterrrr
i presume it goes pew
Actually I just said this in https://discord.com/channels/318052335362244608/1097926188795695145 but it might be faster for responses if I put it here
Two people, state the next two weapons I do for GTTOD VR, preferably a primary and sidearm
the uzi?
Banaba
bananopticon
Anyway GTTOD VR the revolver is gonna be a challenge
Because of the way it’s designed
is there even a revolver in contractors to go off?
Not one that works like the GTTOD one
eek
Which unless I’m insane is break action?
yeah
i don't suppose there's a DB either?
Nope
eek 2
I’ll probably ask the TF2 VR dev for help
Nice
fuck i forgot about sound
Isn’t that already pretty much implemented
GOT'ER GOIN' AYAYAYAYAYAYA
OMEGA POG
i impatiently await implementing the banana
im gonna go pretend to sleep for 6 hours someone spam ping me when (or if) the tools come out
they aren out yet silly
I know I just felt like spam pinging you
fair enoug
bingus cartel video?
I hope not
long live bingus
Floppa > Bingus though
garunteed
They're equals
dumb meme
That’s not a meme, that’s a diagram 
I may be stupid but are the music tools out yet
no

GUESS WHAT FELLAS
NO FUCKING WAY
Not only are the mod tools coming out, but so too is a 40 minute tutorial explaining how they work
Well
Really it's specifically for creating a basic weapon
@dim hare
Im on the edge of my seat
I’m on the edge of my hydrogen bomb
also @shell sequoia Does that mean testers are getting access to the tools first?? Like are we gonna get the version of gttod that has support for mods
or is that gonna be like an open beta
Idk but if it’s a testers thing he should give me testers role for sure
IS THE . MUSIC ONES COMING TOO
Music tutorial is already out
NO
THE TOOLS

@shell sequoia What happens if the errors are set above 0? It got cut off in the video 
my best guess is the animations get significantly crustier
im probably wrong but iirc unity has some sorta compression that it uses to make your animations smaller, but it's pretty useless
Always did
Ha
This old thing from Hatsu

@calm lynx What do I need to say for you to supply this mod community with a model pack of your favorite weapons?
Same for you @cursive tinsel and @stiff briar lol
Sounds like a swag idea
If I create a weapon model are there people willing to take care of the animations and rigging
@slim zealot has hinted at interest
This was never on the workshop but man, crazy
practically a lot of the ravenfield stuff i've done could probably be given a paintover and then ported
I was thinking the other day of making an "Andrew's Collection Of Cool Shit" on the Steam workshop.
ANIMATIONS???
Well I’ll be blue printing soon then
mouth starts foaming
It was animated by Apsel and it was put into GTTOD, but never placed on the workshop
My head has turned into a train whistle
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
@stone gorge AOAHAHSDOASHASO
HOOOOAHOOAHHOOO
@stone gorge PLEASE HONEY
PLEASE
THATS SO FUCKING SICK
reminds me of the loki
gamimg
Hi Erazer
Erazer!
i still have a bunch of guns i made for fun a while back ig uess
HOLY SHIT I AM FUCKING ACTUALLY GOING TO SCREAM
I'll add the remaining animations to it
whats glenn gonna do? sue you?
the funny
your animated pfp very much fits you
the weapon backlog erazer and i have could probably be put in with at least some percentage of recoloring
deep rock galactic pickaxe
literally gonna port every titanfall gun into gttod fr
new melee leaked
Need
the bottom handles only make me think of Cordite form blops4
I now need to figure out how to animate
okay nvm
A pickaxe melee weapon would be sickkk
close tho
stone n rock
also gung
tbf animating a pickaxe wouldnt be hard
line up fingers
swing up and then down
use science club animations on it
perfect for someone who has never animated before
Might be a fun lil project
also probably good way to learn getting arcs right
Arcs?
yeah
Yup
ig you could just take reference from the payday 1-handed melee weapon swing animation
since its p simple
animating straight in blender worked for ravenfield and it'll probably work for orange door
but if you plan on using the animations for something always use the NLA editor or dope sheet action editor
i think the main thing on my mind is expectations of animation quality
looks like from eternal
Definitely a pistol
Got them together for later
that's a knife silly
the oldie
Not like it has a shoulder rest and back shock export
i like the old AR
I figure it will make the perfect mod
Forward-porting older objects and weapons will probably be the main focus of modding at the start
yo @stiff briar can you put all of these files in one single message or zip so it can be pinned?
figured might as well
i've entered a state of paranoia cos the mod tools aren't out yet but they're supposedly gonna be out soon and i fear that they come out while i'm asleep and i miss out on the initial banana speedrun
aye
though i just actually red and noticed that andrew already posted a bunch of them
going through and seeing which ones I can put together
i think it's safe to say we're still at least a week or more away from any mod tool release
450mg potassium chloride
i'd probably be more comfortable with dumping my old colonial marine stuff since that'd make for an easy enough aliens pack but those were never really designed for the neon line stuff in orange door
which isn't to say that they can't be used
i just don't know how a non-neon gun would look
or how hard it'd be to bring them up to the orange door spec
the neon is really the biggest factor
Colours
like it's not like this can't go into the game as it is, but it wouldn't look right without some neon
I mean
It wouldn’t be hard to neon the orange
the problem is probably that i'm worrying about it when really it will be the problem of whoever picks up the model
This is what the models look like for me before I manually make the glow work in UE4
i'm thinking about it like i'm the one who has to go in and recolor it then animate it and throw the sounds in and implement it when andrew's just asking for a starter asset pack
I have to unpack zip file of the unity project and open the folder I got from it as the project in unity hub right ?

What unity project
Save
modding tools
I think you’re jumping the gun a bit, the tools aren’t live yet
Its not a thing yet
Save
I pinned it
Save
SAVE SAVE SAVE
neoning the guns probably isn't as big a deal as i'm thinking it'd be
so now I am just left to do "prepwork" like models animation and sfx ?
the older alien isolation shotgun doesn't look as doorified to me but it could work with a few minutes extra effort
Yeah
Idk when Andrew is gonna publish the tools
but they arent live yet
okay, I still have a shitload amount of stuff to learn and do 
so what i'll probably do is i'm going to pull my ancient ravenfield colonial marine stuff together even though most of it probably sucks
and maybe someone will make something out of that
they'll have to reassign all the materials, scrub out the old animations, etcetera
these are old guns modeled and animated and saved last in blender 2.79
their materials are all vaguely broken
but they tend to use one of two color atlases
the model ages range from 2018 to 2019 i think, some from 2020
if someone thinks they'll get a kick out of using them then have at it but recoloring them and all will be on you
there's pulse rifles, smartguns, a few rocket launchers, a bolter, some submachineguns, etcetera
some emphasis to be placed on this for example, a recreation of the starter handgun out of ut99
this chunky-ass thing is probably the most interesting handgun to me that's in that selection
it's basically a bolter or at least a handgun firing rifle rounds
there's also a revolver, some ancient bad vp70, the vp78 pistol out of avp2010, the m4a4 from avp2 which is basically an hk mk23, and some weird laugo alien mutation
the ut99 enforcer may be the oldest model there aside from the bolter
they came about at similar times, i think
just i later cleaned up the enforcer some for ravenfield
and then the bolter for minti when he expressed some kind of interest in it ages ago
Would it be possible to make a weapon that is all of the versions of the pistol at once
depends on what that is exactly supposed to mean
if there's no limit to the number of firemodes,
then in theory you could probably swap between models using animations that correspond to the given firemode
this would probably be a pain in the ass to set up but in theory you could then have every single pistol in one if there's no limit to the number of alternate weapon firemodes
at least i'd assume
this is based on how i'd do it for ravenfield which does not necessarily mean how it'd work in orange door
I'd assume they mean every single GTTOD pistol from every version merged into one
in that case it's less 'would it be possible' because modeling a gun is definitely possible
it becomes more a matter of 'will someone actually bother trying to model a fusion of every pistol in one'
when modeling it is better to create an empty object and place all the parts as child objects in it
right ?
Yes, but it'd suck
like doorguy gets 3 extra arms, each holding a different version of the pistol
How could anyone forget this gun
this is just a treasure trove of good shit
nah
also sick, thank you i am confident in my inability to manage code
i may try either way tho
gotta do other animations first tho
There’s literally nothing code intensive about the mod process
Lil tedious but it’s mostly just dragging and dropping
And clicking
ahh, havent watched the mod implement video yet
if it ends up like ravenfield which seems to be how it's going
the most intensive thing will probably be modeling and animating
and doing those isn't too difficult, it's just that doing them well takes practice/experience
the mongus bullet 2: electrical trouble
gugn
Concussion Gun
and it sparkles like new!!!
literally just the normal pistol with erick's sfx over it
is it possible to add movement mechanics with the devkit
shrug
that's a good question
thats for andrew to answer
i just want to add a ground slam
science club:
Ill find a way
y'know I was thinking about maybe adding in survival mechanics into the game just cuz so...
You'd have to make a bepinex mod if you want to do it yourself
whats a bepinex mod
a unity code injector
i can make it work
What 99% of unity game mods are made with
Again it's literally being added with the science club
what is the science club
Oxide framework is cool
👉👈
Neat
the arbalest
wait
did you already do the SP?
Did Krev have any "restrictions" when making designs for guns, like we never saw red elements on common guns , would it be too out of place for a modded weapon to have them? (I try to keep it looking as gttod as possible)
@cursive tinsel
the rules i abided by color wise were that guns were generally on three materials
though i had four or five actually
color one was black
color two was basically white
color three is the neon
color four was less a color and more how i marked an ammo counter thing
and then color 5 was sometimes i'd use a dark red for something specific like a charging handle, but that wasn't often
i think that modded weapons shouldn't feel confined to following that strictly, but the reason that we did the three main tones was i think more or less visibility
there's not a lot of room so to speak for more shades between the black and white, or at least there wasn't before
it's generally worked out better to design something with the expectation that your blacks will look black and metallic ingame and your whites will look brighter and flatter
https://cdn.discordapp.com/attachments/493007070434689024/1049204589859176510/image.png https://cdn.discordapp.com/attachments/493007070434689024/1049204664501026827/image.png https://cdn.discordapp.com/attachments/493007070434689024/1049204622784471110/image.png https://cdn.discordapp.com/attachments/493007070434689024/1049123692258525204/image.png
in certain places
i color things the way i do because i think they contrast better as a result
black holes in a 'white' or grey heatshield for example stick out probably pretty well
that is helpful, but I was more asking about the difference between color variety for babes and ordinary guns.
Like even if weapon from the start was centered around fire status effect, you would use red color only for the babe?
the consistent thing with buildabangs is that they use gold and that their glow goes purple
beyond that red or black is really a matter of preference
initially i was going for gold and red
but the red didn't always look good
oh ok
which is why some buildabangs are gold and black instead of gold and red
and i'd use both sometimes with red or black corresponding to something like a grip/handle
thanks)
on the silenced smg for example i made the wrap around the foregrip red and the little bit at the bottom of the mag red to break up the black and gold
it's not super important though
when it comes to making a weapon suit a given status effect that's something you'd have to model in or do with particles
i don't think i had any particular elemental effects in mind for most of the buildabangs i made
but erazer when making the pistol ended up making it kind of a dragon with scales, which would probably suit fire of course
how much that comes through is debatable though
yeah, but I just hate mods that look too out of place, and If I actually finish mine and don't ditch it I dont want it to be like that.
When you get to tools, navigate to materials and you will see them there.
You have "Weapon Dark" "Weapon Light" "Weapon Gold" Weapon Red, Blue, Green" and a few others.
You don't have to use these, but if you want a GTTOD-esc looking weapon...use them...
Tired.
Same
Damn
I am so sleep deprived
spobob
Been going to bed at 11 and waking up at 5:15 central time (2 hours ahead)
My sleep is schedule is more nonexistent that normal
SAME kinda
Yeah but your not jet lagged
Except last night it was 8:00 to 10:00 and then 10:30 to 5:15
So I actually slept a TON
No idea why I'm tired
Too much sleep exists
I used to sleep from 4am to 4pm
8 hours and 45 minutes
Give it a little bit
The perfect amount of sleep
8 hours is too much don't trust the media
Lies
Go have breakfast
I feel so much better with 6 no joke
Same
Then I shower and get back to work
thats because I force myself to get up early
I like feeling like I have more of the day ahead of me
if I wake up at like 9am or something I feel like ive wasted my morning
which isnt true
but its how ive always been
There was a time I thought my phone was my Alexa, I got woken up by the sound, told my Alexa to stop, it didn't stop so I got up and it was my phone ringing
okay just does the SP exist as a mod yet or not? is it still worth me trying to mod it in? (doesn't know what he's doing)
What?
im gonna guess smart pistol
(except for the volley caster and usp mogus)
Mods that everyone can use
@shell sequoia Will the ability to make custom ammo counters be a thing?
Someone will definitely with object mods
is anyone making that
BECAUSE IF NOBODY IS I FUCKIN WILL
Honestly, I probably could have released these tools yesterday
But I'm nervous, admittedly
What if I have to change it all again?
I KNOW I WON'T BUT WHAT IF
Send it out whenever you're ready ❤️
Do it now and have everyone flame you for it being shit
Actual seriousness though do it when you feel the tools are in working order
What he said
Imagine a custom gun that turns enemies into objects like walls or grass
Imagine doing this airborne as you turn the flying enemy into a wall you can run on
Crazzzzyyyyyy
@shell sequoia Could I actually replace the arms like this?
From what I’ve seen in the tutorial maybe
?
I’m no expert and I have no idea what I’m talking about
But
When he loaded up the match 10 stuff the view model is part of the weapon I think
Like
Idk how to say it
But gttod has different view models for different guns (duh)
So you could totally change it out
I think that’s what he did for the reflection
Although I’m not sure
I’m very much a beginner
Thank
Is there a maximum fov? What maximum do you folks usually account for when animating?
I don't think it matters
90
For the viewmodel though it’s 60
Possible
60? The pistol & smart pistol had the camera set to 90, so I've been treating that as standard
Also possible, yes
I set mine to 78 in Blender
Oof, well I suppose it wouldn't be too difficult to scoot everything forward a bit
What if I wanted to make a mod with a different set of arms that replaces the arms for every gun, would I have to replace the arms on every single gun rig to achieve it?
Actual in game viewmodel FOV through unity is set at 60
Ah, didn't notice that viewmodel FOV was independent from camera FOV
There are no replacements for weapons, only additions.
That’s what I thought
Mkay thank you (:
Im stupid, where is my "Scene_collectiion" tab so I can select and inspect pistol and arm objects ?
If you don't have the Outliner, just click and drag the corner to create a new panel and set it to the Outliner using the dropdown in the top left.
thanks 
why I am not surprised 
btw, if we are talking about piss
Did Andrew ditch cozy mode and we have to mod it in by ourselves, or it just was delayed because of low priority?
Likely the later
This was also one that was animated, but was never put into GTTOD
wth is this
holy cow the ui looks like neon white or smth which update is it
hello
is the unity free?
it told me to install unity hub
oh its finally here
time to follow the tutorial
hate to be the guy but the mod tools aren't out yet
the github repo is just a readme.md and if you download it it'll be really small and won't open in the unity editor
anyone interested in helping me with this (mod tools not out and i can't find time to learn modding these next two or three months)?
oh okay well what should i do
i wanna make a music mod
i dunno how to start
2d? 3d?
which one?
hmm lets say 2d
can someone help me? how can i get the mod tools?
how can i even make it into a mod?
i know but like isnt there a non-mod tool way to do that?
What is a non-mod tool
how do you make a table without tools ?
You may have to slow down the video during the timelapse parts, but it's still pretty self explanatory. I'll link to the latest version of the mod tools below once I have them out:
[MOD TOOLS NOT YET READY]
make sure to play it at like
0.5 speed
to gather it
Yeah its not out yet
Youll have to download unity to use them when they go live
yeah i got the version lol
2019426
Alright then its time to wait
okay
Quake champions has one
Destiny 2 Glaive
Commandos guns from risk of rain 2
isnt that just dual wield pistols
So do we just like wait for mod tools
yes
Will it take as long as halo 3 mod tools?
when its ready
ok
gttod smooth shaded arm is cursed
Could be worse
does gttod have fire delay support?
like can i set up an animation with a second of chargeup before actually firing?
i think the bhg has a chargeup, right?
yeah that too
aight ill just steal the way the bhg does it

I'm probably gonna have to do that too
Idk how but I made my model in a blender look like half-transparent doo doo garbage, how do I fix this?
(:
you gaslit me into thinking this was a ": ("
I cannot stop putting faces that way
It just feels natural
I use both interchangeably
By the way, Is it okay for me to ask dumb blender questions in this chat that are kind of trivial but complex too for me to formulate in a short Google request? (I have terminal stupidity)
eh sure go ahead
oke
So I have this part of sort of "break action" gun where it folds, I made a stupid thing and just extended one part of the mesh into another one, can I somehow merge two parts of this mesh into one, so there won't be any intersections?
looks like Bionicle
Tru
https://www.youtube.com/watch?v=rpRg-xmwkVM
I suggest watching this. The video is 18 minutes but it's worth your time and can teach you a lot
Thanks for watching! In this Blender tutorial I cover: How to use Blender's Boolean Modifier to combine objects in different ways + The Boolean Intersect Tool!
Video Timecode Chapter Links:
- 0:00 - Video Intro
- 0:08 - Tutorial Overview
- 0:42 - This Blender Tutorial Series & Call-To-Action!
- 1:19 - The Boolean Modifier & The Union Operation
...
Either booleans or u can use bridge face, by selecting the edge of the two faces and right clicking there should be an option to bridge to faces together connecting them
After u can extrude out the other end
Or if u click two opposite faces of a mesh and bridge face it creates a hole
Although I may be reading ur question wrong, I can help in 3 hours after school is done for me
no need, that pretty much covers it. Also, I came up with a shittier solution that will do, most likely I will scrap this model anyway and make a new one.
This is more or less just me goofing around and learning by try and error because I have a concentration span too short to search and watch tutorials
Alr sounds good, there's always many ways to go about it
Can I extrude two faces into two opposite directions at the same time, so I get it in symmetric form? (like with scale tool or smth)
You can hit E to extrude, then right click to cancel transformations, this will give you two extruded faces overlapping the originals. After that you can hit S to scale then X to scale along the X axis.
Use the mirror modifier and you only have to extrude one side
yeah I thought about that, but I already made some progress, and also I wanted to make some asymmetrical changes in the and idk If I can turn off the mirror without losing the other half entirely, and if I can, how to do so
I mean you'd really only want to make the asym and detailing after finishing the base of the model that uses the mirror modifier
Otherwise things are gonna get all fucky and confusing
Yeah, but I remembered using a mirror modifier when 5 years ago or smth, and as far as I remembered each time I tried to disable a mirror modifier, mirrored half of the model just disappeared.
So I just avoided that
Isn't that the intended behavior?
that sounds like the intended behavior to me
my suggestion would be to do anything you can do symmetrically first, then to apply the mirror modifier and to do anything that you couldn't do symmetrically
it sounds like you wanted to apply the modifier but instead you removed it
Also doing alt e then clicking extrude off normals extrudes both faces in their own direction
Super useful tool
when mod tools come out, will there be support for melee weapons?
I mean, I do need to remove to make asymmetric details, no ?
no, just apply
apply makes the mirrored geo real and removes the modifier automatically, meaning you can modify one side without modifying the other
yes
it sounds like you don't understand what applying the modifier does
now there are ways to do asymmetry nondestructively, without applying modifiers
here i have a boolean, then a mirror, then another boolean
symmetrical cuts and then an asymmetric one
since i haven't applied anything nothing is committed
apply first modifier,
applied second
applied third
thus i reiterate
i'd suggest that you do anything you can do symmetrically first, then to apply the mirror modifier
and to then do your asymmetric details
and if you're doing booleans, then placing your modifiers in the right order can allow you do to asymmetric details without having to commit all your operations/changes/whatever
hopefully you get the idea
my demonstration thing could be better
krev live action blender gameplay (real)
random question, how are the guns in gttod rigged? like are they rigged with armatures and all done in pose mode? or is it like transformation animation?
as far as i know they're all done with armatures/bone animation
However
well no they all involve armatures in some way
but i think that the extent to which you need them is arguable
and that it's debatable whether you even need to use the base gttod arm rig to begin with
alr
if it's anything like ravenfield every weapon is going to be self contained
by that i mean the arms you select there are not the same arms that you have in any melee animations and such
because on some first person arm models, the weapons have an extra bone that moves both the writst and the weapon
to make it easier for like moving the arm around while holding the weapon ect
and im not sure if this can be done on two seperate meshes and armatures
that just makes me think of object-animated guns in ravenfield
if i remember correctly,
which i don't in detail which means i need to reopen my blender files
you can just parent objects to other objects and apply some kind of object constraints to the bones to make them follow the objects
in this case, i have the right hand bone here set up with a 'child of' constraint attached to the main body of the gun
the body is the parent of all the other bits
the bolt, mag, etcetera
i move the gun, the hand follows
and the other hand meanwhile is constrained to the mag, at least in this specific frame
you can keyframe the constraint influence which can be handy for a number of things
but basically if you wanted to object animate a gun instead of putting in bones, that's entirely possible and how a lot of people did it in ravenfield for ages
though i stopped because i started using the action editor, which i think works a lot better with armatures
and made it a lot more convenient to break up my animations by action instead of working on one long timeline
what i was getting at here, though
since every weapon is kind of self contained, eg the arm model in the magnum is not the same as the arm model in the AR or the arm model in the pistol
if you wanted to animate something for gttod using a completely different rig and model i think it's entirely possible to do that
you could probably do a weapon without a rig at all if you really wanted to, though that's not saying you should
ah ty
i could probably port a lot of the ravenfield stuff i've done right into gttod with no modification because of this
the downside would probably be that it has no neon and completely different hands
while it'd function fine to make it look right i'd probably need to port the gttod arms back over to ravenfield and maybe even make some extra fingers since RF goes for pinkies and index fingers only
which would have been fine back in the era of the murder mittens
and on that note i think it'd be perfectly possible to bring back the old gttod mitten hands
krev can you react to my message with a cat emote
alr final question I have, when you do this way of animating, the gun has no armature correct?
object animation in my experience tends to imply the gun has no armature
in this example, the only thing with bones was the hands
so no armature in the gun
the important thing is that the other objects are parented to the gun
though in the case of mags you could probably use a constraint instead of fully parenting the mag, as then that would allow you to keyframe constraint influence and throw the mag away without the main gun's movement affecting the toss
though that sort of thing gets into using stuff like visual locrotscale and exits my limited realm of experience
ah
i would mention though that i don't really see much benefit these days in doing object animation over bone animation
I just tested bone constraints
you have ade my life so much easier
I cant thank you enough man
if you understand how to set up the bones, setting up an armature properly for the gun gets the same result, but if object animation is easier then that's probably the better thing to practice and learn with
yeah
the only real drawback of object animation for me is switching between modes
well anyways tysm
man i cant wait for the mod tools
krev Ive got one more question
when you use the child of bone constraint and change the influence, does your armature go to some weird spot?
ima record an example one sec
k the recordings arent saving but lemmy try and explain
if you have the child of constraint and move the parent around it moves the bone too
as it should
but if you turn off the influence the bone goes back to its animated position
again, as it should.
is there a way to make it so the bons stays where the constraint moved it to if you turn off the influence?
that gets into this
what's happening is basically, i think, that the bone you have selected is at a given set of coordinates
those coordinates are relative to whatever it's been parented to/set to 'child of'
so when you turn off the influence, it, for example
goes from being -2, 4, 6 relative to the object
to -2, 4, 6 relative to wherever it started
this may not make sense yet
but the way around that i believe is to use something called visual locrotscale
alr
in this instance
this hand bone is about 0.174 -0.28 0.19 in XYZ coordinates
this is relative to it's parent/target, the magazine
or rather, relative to where the hand would be assuming the magazine was the origin for the bone
if i remove the influence, it is still 0.174 -0.28 0.19 from it's origin
it's just that the mag bone is no longer the origin
ah
it's located relevant to the mag's placement and rotation and such rather than whatever origin point it normally has
to my understanding, this is why when you mess with the influence your hand will shift to weird spots for no apparent reason
alr
so to my understanding, the thing to do when you want to mess with the influence
is to hit I and make a visual locrotscale keyframe
what that does, i think, is it basically makes a keyframe where your selected bones are where you see they are regardless of any influence
ah okay
i believe this should be done after the last frame where the hand is where it should be while under the influence of the other thing
or rather, one frame should be the thing with influence
the next should be the thing without
or vice versa
and that it's not to be used with influence directly
because then it'll do this
this is the visual position stuff being stacked on top of the constraint again which obviously puts the hand in a weird spot
actual animators would probably be better at explaining this in an understandable way
so its locrostate keyframe then the constraint?
just making sure about I fully understand how to do this
pose the thing, insert visual locrotscale keyframe, then constraint influence to zero, more or less
alr tysm
it may be weird at first but as you experiment you'll probably get the hang of it and figure out how to best use it
If I am interested in developing a mod BUT have very little clue what I'm doing and will likely need help, should I put it under in-dev or request?
andrew has a video on how to make custom weapons, if you want something done though you put it under "request", or if you are doing something or it got taken, you put it under "in-dev"
if you know the basics and more intermediate stuff with blender, you can make custom weapons
since its no code modding
I'm not making a weapon from scratch, just planning on trying to re-implement the old Smart Pistol
ya might wanna go into the assets forum at the bottom then
I think theres a model for the smart pistol
I already have the model
it's got some quirks when imported into blender but aside from that it should be good to work on mostly
then yeah you can make a forum post about reimplementing it then, plus you can always ask here for any major help
thanks krev, I have found a fix to the locrostate thing too
You know what I'm looking forward to the most?
Map mods
Like recreations of other games
Like Spire from Halo Reach
Map moment
What is it?
the romanian gun
Gun
Itd be an original map, not one from another game.
What'd you wanna do with it then?
I wanna make either a big tree level, or something else
I want to remake titan fall 2 maps
It is possible to pair object mods with map mods? (I really want falling buildings
probably will be yeah
Fucking 2fort lmao
Map mods are object mods, technically. They're just ones that come with navigation generation and optimization.
How are object mods gonna work btw? Do you just pick a spot on a map where you can place a custom object? Can you do it on multiple maps?
Yes, and no
Each object mod can only exist in one spot
But of course you can make multiple mods and package them together in collections
quick question
for the weapon mod tools, is there a way to have right click do the alt fire immediately or do you have to use fire modes?
@calm lynx Your title and description is dumb and I hate you so fucking much I am heading to you right now to rip off your fingers one by one and feed them to my dog
(Translation: I am changing the title and description)
What is your Steam username?
Since otherwise I'm just gonna call you GlennTheDroid
For which one
The pistol?
Yes
I just told you that because I had nothing better to think of
Perfect


