#3d texture addon
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webtomo · 5 months ago
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Tomodachi Life Mods
By far my most popular post on this blog is my post about the gay marriage mod by Kobazco. To my knowledge, this mod has been on hiatus for quite some time, and unfortunately will probably continue to remain on hiatus for a long time. This mod requires reverse engineering of the games code, which is complex and takes time.
HOWEVER, there are a multitude of mods that I would like to highlight that actually are available for download currently (including one that actually works around the gender issue). All of them are relatively simple to install (assuming you are either using Citra, or have custom firmware on your 3ds).
Below the cut, I have chosen some specific mods and addons I would like to highlight!
Gender Removal Mod
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This mod aims to remove any and all gendered language in Tomodachi Life, replacing any mention of "He" or "She" with They/Them pronouns. Of course, this does not get rid of the gay marriage discrepancy, but it does prevent any of your Miis from being misgendered.
The only issue in my experience, is that the European version of the mod does not change pronouns in Mii News (which I believe is not an issue in the US version of the mod). Some visual stuff is also not edited, but is possibly subject to change in the future, though the developer has not updated the mod in over a year.
Japanese & Korean Tomodachi
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This mod replaces Japanese and Korean text from those versions of the game with English text. This mod is relatively recent and still has a few issues, but I think this is a really cool mod if you want to check out the Japanese or Korean versions without having to manually translate text. Most of the text in this mod is not directly translated, and instead is pulled from the English version(s), but it does seek to translate the stuff that is not available in any English versions.
The biggest issue I have had with this mod is specifically with the Japanese version not being able to open Mii News without crashing. I have also had issues with it crashing on an emulator in both versions occasionally (and also has some text formatting errors). Regardless though, I will keep an eye on the development of this mod, as it is being actively worked on currently.
HD Mii Texture Pack
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This is a Citra texture pack that gives the Mii faces HD textures. Though not technically a "mod" for gameplay, I do want to highlight it. This texture pack exclusively for Citra that just replaces the low res Mii face textures from the Mii Maker with higher resolution textures. If you are deciding to play the game in HD on an emulator, I think this is something you will appreciate, considering the Miis make up a good percentage of everything you see in-game.
I personally have had no issues with this texture pack, though it seems that some people have had issues with lag and crashing. So, I would just be aware of that if you decide to install this pack.
Tomodachi Enterprise
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This is a mod that changes tons of food, adds custom rooms, clothing, activities, interactions, items, and more. This is a mod that I have not actually played myself (yet), but is one i am looking forward to finally checking out. This mod is currently in development and is being actively updated, and I would consider to currently be the most in-depth mod for Tomodachi Life.
The only reason I have not played this yet is other life obligations, but I have seen a lot of what's in it. I would still say that if you are interested in mods like this, I would definitely go check it out yourself!
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But yeah, this is what I would consider to be interesting mods for the game if you are looking for something like that. All of these come from Gamebanana, and this is not the full extent of what is available on there, these are just some of my personal favorites. I suggest looking into it yourself if you are interested, or if you are interested in developing mods for the game yourself! I just wanted to highlight some mods that I find interesting. I may post some other mod related stuff if you are interested!
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minervamagicka · 1 year ago
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[SSO Conversion] Sheepskin Pad
For the SSO Dressage Saddle only!
Can't stress this enough, it will ONLY fit that saddle as it was designed to do so, even in SSO! That being said, versions to fit the Realistic & the EA Fit versions of said saddle are included :>
...Anyhow, an addon! This is a Saddlepad Overlay, meaning it will replace the default white pad on the SSO Dressage Saddle, but it will also add a little 3d sheepskin pad to it that I meshed based on the SSO textures to make it a bit more 3D. The swatches (~7) all come directly from SSO!
DL, info, etc. under the cut!
By myself & Schrodcat @ DA 🖤
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Choosing a Version
Note: If you've already read this from the SSO Dressage Saddle you can safely skip! You should just grab the count version that matches whatever you installed for the Dressage Saddle.
First things first; in the download folder there are two different .rar files to choose from. One is labelled Highpoly and the other is labelled Maxispoly. YOU MUST CHOOSE ONE. THEY WILL OVERRIDE EACHOTHER IF YOU INSTALL BOTH HIGHPOLY AND MAXISPOLY TOGETHER.
The Highpoly version of the saddles is based on the original mesh resolution of SSO (Clocking in at ~4500 polys on LOD0 )which is why we have labelled this version as Highpoly. We offer it primarily for simmers who plan to be taking screenshots vs actually playing the game for extended periods of time, or for those with stronger PCs.
The Maxispoly version of the saddle is a decimated version of the mesh intended to be more in-line with Maxis polycounts, and therefore be more performance-friendly. It's about 50% less dense in polys than the Highpoly counterpart (LOD0 on the Maxispoly clocks in at ~2,339 polys), however it is still higher-poly other EA meshes. YMMV!
Custom Thumbnails appear as follows, with the version made to fit the EA-specific Dressage Saddle labelled as such! If you try to use the Realistic one with the EA saddle and vice-versa, the halfpad WILL look wonky!
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Terms of Use
Credit/link to me AND Schrodcat AND note it is a conversion from SSO if you intend to edit, replicate or otherwise use this .package, meshes & textures as a base for your own derivative work. Additionally, at this time, we both ask you do not backport this model or its' textures to TS3.
Do not sell or post behind a paywall, even a timed one. This tumblr is anti-paywall to the extreme. This includes any content that might be created under Rule One. Do not do this. I will think you are an asshole. I have had issues with this in the past and my tolerance for it is absolutely zero. Additionally this asset is exported from a copyrighted game with the intention of it being used transformatively for derivative fanworks; it may be actually illegal to profit from it!
Do not reupload. If you let me know if there's an issue with SFS, I'll reupload it myself. Please link to this post or to the .package on SFS when sharing.
Credits: SSO for the textures; Schrodcat with fitting the meshes & testing/screenshots, me with meshing the 3d halfpad using the SSO textures for reference & for putting it all together into one diabolical package.
Download [SFS]
☕ Buy me a coffee!
☕ Buy SchrodCat a coffee!
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highgroundanimations · 1 year ago
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Some Tukk Tales BTS details! ✨
visually, this is a one-man project (aside from Robert Hranitzky's awesome titles/logo), got AMAZING people for everything sound related though
I made every 3d model from scratch, textures are mostly hand-painted, everything is keyframe-animated
mostly using Blender (with some addons & my own scripts), Substance Painter, Photoshop, Blackmagic Fusion/DaVinci & Embergen
with most of the shortfilm still being in rough previz phase, all teaser trailer shots were finalized early, within less than 4 weeks & will get some tweaks/improvements for the final release
for generating the laser FX I wrote a Blender addon & put it for free on Gumroad
lots of trickery in compositing for the smoke FX to keep render times low
the music was composed just for this teaser trailer specifically, by the extremely talented Luis Humanoide who did an exceptional job in very short time. Go check out his work!
saw some people assume the voices are AI. Nope! I wouldn't be comfortable with that. That's Tyler Weston as the clones & AVeryDandyLad & I as the battle droids
all edited & mixed by my dear friend Jonas Hausotter, with some additional sound work by Kyberphonic
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remysa · 9 months ago
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BIG update of my content
4th part! Preview, details and download under the cut~
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Totally 32 items. ______________________________________________________________
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4 wood tones from prev. set parts. Clocks with sun and moon) Gargoyles REQ. THIS MOD (they are talking)
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2 fireplaces made as Castle Estate Addon. 4 swatches. 3d fireplace - 1 sw. Firestokes 2 sw
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4 wood tones vampire mirror recolors with silver and gold decor. Chalkboard and stickerboard too, but stickerboard with different textile colors. Also it have many slots for stickers.
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Diagrams for chalkboard (can be placed 1 per side). Can be placed on walls. Shining in night. Upsized for preview)
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Postcardas and stickers for stickerboard. Can be placed on wall. Upsized for preview) Empty jar with slot (4 tag colors) and 2 jars with plants (3sw both)
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Marble floor waysigns and decor (bad preview i know). Perfect with Madlens marble floors (cuz used this textures).
Used texture resources by @peacemaker-ic and @madlensims
1st set with paintings HERE 2nd set with bookcases HERE 3d set with furniture HERE ofc its not full set:) Full set will req: GtW,CaD, Vamp, MR, HSY, CotLiv
Thank`s for sharing @sssvitlanz @ivysccfinds @witchysimmers
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LINK
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dotmander · 2 years ago
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How To Get Your Character Models Out Of A Game: Tips And Tricks For Bitches That Have Never Used Blender
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(it's me, i'm bitches)
(also ignore how messy that lighting is it's 1am and i should have been asleep hours ago. he's there for proof of concept 💕)
a couple people (specifically @forsaken-constellation and @ratasum) asked for a tutorial on how to rip models out of the game. this is not that, but it is a compilation of resources i used to learn about ripping, blender, and 3d modeling in general. i desperately wanted a post like this to exist when i was trying to figure this out, so here we go! all the resources below are completely free, with the exception of a link to the patreon of the person that created ninjaripper.
disclaimers:
there are probably more efficient ways to do the things i am doing. i watched a tutorial to learn shortcuts and then skipped to character models. if you have tips to add, corrections to make, or other thoughts, please feel free to share! i'll link to your post here. ^^
i do not know if any of this will get your account banned. i've ripped several models, so i'm going to assume it's fine as long as you don't try to make money off of it. use your best judgment, be an adult, etc etc etc
last updated: june 30, 2024
PROGRAMS & WEBSITES
ninjaripper 1.7.1 - there's a newer version on the creator's patreon, presumably with support for newer versions of blender and fewer bugs, but i haven't tried that
blender 2.79 - the import addon that comes with ninjaripper 1.7.1 is outdated for the current version of blender (3.5 as of this post), so 2.79 is needed to combine the .RIP files into a .BLEND (blender) file
noesis - ninjaripper saves your textures as .DDS files, noesis lets you view them and export them as .PNGs
blender 3.5 (optional?) - i just like it better than 2.79. if you're completely new it might not matter to you. all of the tutorials linked later are for later versions, though.
mixamo (optional) - rigs your character for you and lets you put them in Situations (like my guy above.) there's a whole library of free animations and poses you can try!
TUTORIALS
how to use ninjaripper - most of what you need to know about actually ripping the files and using ninjaripper is covered here. do not skip this one.
how to use blender 3.5 - full disclosure i haven't finished this series because it's uhhhh many hours long. but if you are a complete newbie to blender, i do recommend at least the first few videos; you'll learn about shortcuts that will make your life easier, how to unfuck your model when it fucks itself for no reason, and different terms that will help you google things you don't know later on. possibly he even covers some of the things i'm about to link! anyway.
what's a uv map?
how to apply textures
how to apply bump maps (note: for our purposes, you wouldn't add a color ramp node, you would add an image node with your bump map, and attach it to the bump node as the person does in the video)
there should be stuff here about weight painting, cloth physics, emission maps (makes your sylvari glow), and other stuff, but um. i haven't figured those out <3  
TIPS
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TURN UP YOUR GRAPHICS BEFORE YOU RIP - if you don't, you might end up missing certain textures/glows/etc. HOWEVER, you should turn animations down, because apparently high animation can make your meshes misplace themselves
rip from the character select screen, rather than an instance, because you will have 100 meshes to sort through instead of 1400. i am not exaggerating either of those numbers. if you are new to blender, please love yourself and start with character select.
your textures will be fucked up the first time you try to apply them. this is because the UV maps (the things that tell your textures where to go) of your models are flipped upside down in relation to the texture image. you can flip them back over manually, ooooor you can just flip the entire texture file in something like CSP or photoshop.
for some reason all eyes are red in the texture files. i have not figured out why. i recommend editing the .PNG to have the correct eye color before applying the texture.
that's all i can think of for now - if you have other questions, feel free to shoot them my way, although i can't promise i'll have a straight answer ^^;;
mixamo only works for humanoid characters with tight clothing (or without clothing at all). if you try to use it to rig a charr or asura, or someone with a skirt or big sleeves, you will most likely be disappointed.
2024 edit: sometimes parts of hair meshes just...disappear. i have no idea why. if you can figure it out please let me know LMAO
information from bookahlogy about character proportions, fixing normals, and other fun tips
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simaddix · 2 years ago
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*Pay Attention - Part 2 - Tutorial*
I was about to go back to my business and quietly leave y'all with a word of wisdom but the very next package I opened raised my hackles. So here we go, hold on to your seat.
Disclaimer for younger/sweeter - followers - this has language in it because I'm pissed... I apologize in advance.
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49,282 Polycounts. That's 50K for a fucking basket!!!
It's pretty, it's beautiful, and I downloaded it because it's everything you could want out of a basket of lemons... whoever created it did an outstanding job... for a movie production.
NOT PC GAMES.
So let's fix it - and let's hold our creators and converters to a higher standard or send them along to a different platform where they can create without our bitching.
First off, there's 3 or 4 ways you can check polycounts.
1 - TSRW under Mesh tab
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2 - S3PE (Pretty sure you have to have an addon to do this - I'll try to find it when I'm done and add the link) Under MLOD, right click and go down to Preview. It'll open up a window and you can view the model and the polycount.
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3 - 3D Viewer on your computer
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4 - Blender or Milkshape
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Now that we have the ability to check our polycount - we're gonna fix this mesh. I'm not going to show you how to package it, there are other tutorials for that part, but this is VITAL to having a healthy game, and honestly, being a creator or converter for this game. I do understand that you have to have the knowledge before you can fix a problem, so here it is - literally handed to you in a basket. I also understand that there are creators/converters who don't post polycounts because they're afraid people won't download it - that is inexcusable. If that's the case then you will eventually be boycotted by the players who know better.
Alright, so step one - you're going to want to get into blender after exporting your mesh. You're going open the modifier properties and add a decimate modifier (the wrench circled in red, and the add modifier drop down menu).
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Keep it in Collapse, not un-subdivide. It's gentler on the mesh itself and you'll get a lot farther with it. You're also going to want your UV map to match what you're doing with your mesh, in case you need it for selection (I'll explain that in a minute) and have faces tagged so the selection is easier.
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Now that you have that set up, you're gonna want to remove unnecessary vertices. See the shadows on the bottom of the basket? Here's how to fix that - hit tab, press A to select everything, and then go to MESH/MERGE/BY DISTANCE. This removed 16,900 loose vertices that didn't need to be there.
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Go back to your modifiers and add an edge split modifier and hit apply.
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Boom - no shadows.
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Now that that is all done you're going to go in to edit mode (tab) and press L while hovering over what you're wanting to select. This is going to select all of the islands in your UV, and it's the fastest way (that I've found) to quickly select pieces of your mesh.
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When you have your whole group selected (you can also figure out at this point what pieces need alternate textures or groups for TSRW later in your packaging process) you're going to hit P-Selection. That's gonna split whatever you have selected into a separate group.
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Now, you can do that to however many pieces you see fit, but for this I'm just gonna stick with two - the lemons and the basket itself. You're going to click the blue Ratio box - and type in .5 and hit enter. That will collapse your polycount in half - (you can move that ratio box lower if you wish, but this way is the gentlest way possible and I've gotten better results. So play with it and see for yourself if you wish to. ) - Now repeat the process until your mesh starts to lose quality, I tend to stop there unless I can push it a bit further without making it look bad.
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Now repeat that process with all groups.
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Given that this particular mesh was such high polycount and an intricate mesh, I could only manage to get it from 49,282 faces (polys) down to 18,860. This is absolutely not okay for TS3 - and I'm using as a lesson rather than using something that I can get down to an okay level - because this is what you're going to run into when getting meshes that start in the tens of thousands of polys. THIS IS NOT MEANT FOR TS3, it's beautiful, yes, but you are putting people's equipment at risk by advertising a mesh for a 13 year old game without disclaiming that it's dangerous for it.
This tutorial will absolutely work for most objects, and I've used this process for a couple of years now with success, but you have to be able to decide what you're willing to put into TS3. We have all of these tutorials for reducing lag in this old as dirt game, but NONE of that matters if you're carrying objects like this - no matter how pretty they are.
If you need it that bad, figure out how to make a version of it that CAN look as good as this with a little less detail (think the spirals in the wicker that is actually meshed rather than just textured), or ask a creator to make something for you.
If you have any questions, please feel free to ask. If I have the time, I try to help whoever comes into my inbox. If I can't help, there is a hoard of creators out there that probably can.
So have fun, CHECK YOUR CONTENT, and keep your computer safe.
And creators/converters - do better.
Edit to add - to the creators/converters who do put out their polycounts, or a disclaimer of high poly/photo use only - thank you. I do understand the need for high poly objects for photo-op purposes, and I'm not here to attack anyone's preferred gaming style. I just want people to be safe while they play, as there are those who don't know what they're putting into their games. Let's help ensure that everyone has a chance to play whether they're experienced creators or regular game-players.
Edit to add 2 -
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To add a bit of context - I was able to get the reduced mesh even further by removing some of the intricate details of the mesh, to create a simpler version. This is now down to 5,270 - and it could be lowered even further by removing the top of the handle - which is 1700 by itself because it's spiraled. So when you're dealing with a high mesh object such as this, pay attention to what's really adding weight, and if you can replace/remove it without taking too much away. The shadows can be fixed in gimp as well.
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lucenare · 5 months ago
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is there a public mod list for terrimortis? purely curious whats all in there
I started to answer this on mobile and then it was bothering me so its laptop time. theres a couple notes for things but i can answer and questions about it. this is roughly it, excluding any libs an apis
Main Mods:
Ammendments
Armourer's Worskshop - lets us build cool cosmetics (Ezra's wheelchair, all the antenae, leopolds legs, etc)
Beautify Refabricated
Chipped
Clumps
Collective
Incendium
Indium
Structory
Supplementaries
Another Furniture
Better Furniture
Cluttered
Comforts
Convenient Name Tags
Cosmetic Name Tags - How we change our names!
Croptopia
Joy of Painting - pai n t in g mo d
Dark Paintings
Ferritecore
Lithium
Mighty Mail - mailboxes!!
Origins
World Edit
Spark
Trinkets
Stellarity
Twigs
Villager Names - note, makes it so wandering traders dont despawn
Building Wands
Macaws:
Bridges
Doors
Fences
Trapdoors
Lights and Lamps
Paths and Pavings
Windows
Clientside:
Build Guide
Entity Model Features - Lets us use custom models like with optifine
Entity Model Textures
CIT Resewn - allows us to use optifine packs
Continuity - connected textures
Iris Shaders
Jade - lil pop up when you hover over blocks
Jade Addons
JEI
Skin Layers 3D
Sodium
Xaero's Minimap
Xaero's World Map
Zoomify
Chiseled bookshelf visualizer
Cull Leaves
Custom Stars
JER
LambDynamicLights
More Mcmeta
More Mcmeta Emissive Texures
Sodium Extras
Bobby
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karie-on · 1 year ago
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Last updated 05.11.2024 As a few people have come here recently, I wanted to make a post in which I will write a little about how I like to play, what I use most often and what are my must-haves in the game. This will be a bit of a resources/faq.
Am I WCIF friendly? Yes I am, text me I’ll be happy to help.
How do I like to play Sims 4? I like cozy vibe gameplay. I basically love everything about this game.
Maxis match or Alpha? Maxis match only!
What presets do I use? I use gshade, Gia by Kindlespice for screenshots and Luminescent by Hazelminesims for gameplay.
What do I use to edit photos? I lately started to edit my photos a little bit in Photopea, I use two of Hazelmine actions (Sharp, then Texture) but I don't always do that, I don't change colors or anything, it's all Gia preset.
What lightning mods do you use? I use Even Better In-Game lightning mod (Average) by Northern Siberia Winds and Sunblind by Softerhaze
Skin details/Body details: Eye shine remover Beetle eyes (default and addons) Pierced ear detail Little details by Nesurii Belly overlay by Samii-xox Skin detail cc pack by peachyfaerie (clevage) Clevage overlay by Pralinesims Cellulite overlay by Miiko Age wrinkles by Northern Siberia Winds Face definition by Nesurii Misc. face details by Okruee About face skin details by pyxis Defined Nose by Nexus Under Cover Nose Details by slythersim Eyebags by Tamosims Chubby cheeks by faaeish  Face Kit No 2 by Miiko Body Kit by Miiko Wedding ring tan line by XUrbanSimsX
Teeth: Imperfection Teeths Set Happy Gappy Teeth Set Skinblends: Bare Skintones Pluto Default Skin by Sammi-xox Posie Skinblend by Sammi-xox Sweet Pea by Sammi-xox
Sliders: Breast sliders Teanmoon Mouth Scale Slider
Makeup: - Lashes: EA Eyelashes Remover by Kijiko 3D Lashes Uncurled Eyelashes by Kijiko Almost every Eyelashes by Obscurus Every eyelashes by TwistedCat Every Eyelashes by Miiko - Blush/Highlighter/Contour: Petals Blush by Breezytrait Sunbloom by Virtygo Horse Girl Blush by Crypticsim Moomoo Blush by Squeamishsims Bisou Highlighter by Vevesims Lily Contour by Peachyfaerie - Eyebrows: Daya Brows by Greenllamas Eyebrows N4-N5 by Northern Siberia Winds Every Eyebrows (No. 2- No.9) by TwistedCat Maxis Match Eyebrows (61-65) by Obscurus - Lipsticks: Lip Kit by Peachyfaerie Jelly lips by Kumikya Birdie lipstick by Crypticsim Hazel Gloss by Crypticsim Madison Lipstick by Crypticsim Vcr Lipgloss by Crypticsim Honey and Suga Gloss by XUrbanSimsX Green Tea and Latte Lips by Norther Siberia Winds RealLipsRevisited by Amoebae Lips CC28 by GoppolsMe Lipstick 01 by Grimcookies DateNight Lipstick by Twistedcat
Gameplay Mods: Tidy CAS by YoruQueenofNight Controlled Position Mod by Norther Siberia Winds CAS Tuning by NSW More CAS Presets by Zerbu UI Cheats by Weerbesu Control any sim by TitanNano Sleep All Night By LittleMsSam No Cold Clothes Inside by scarletqueenkat, (stopped creating so link doesn’t work) Shorter University Degrees by Peridot (I'm using 6 credits) Faster Uni Homework by LittleMsSam Longer Parties & More Guests by Weerbesu The Missing Plumbob by mintvalentine No Zzz by Krys29 ISO Full Control Camera by Ravasheen Photographic Memory 2.0 by Ravasheen Sims Portrait Maker by Ravasheen Phone Overhaul by Apricot Rush Steady Sit & Seat Any Sim by Amellce 2xSlower fish and food Spoil by simmythesim
Wicked Whims by Turbodriver (E404P, Amra72, Kiki, lupobianco, Mia, Mike24, ooOLaLaWorld, Yummy-o-Tummy) for those cute animations and Posing.
I don't use any major gameplay mods or furniture/build-buy cc anymore. Only hair, makeup, skin details and clothes.
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sleepy-hart · 1 year ago
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So while working through game concepts and deciding what to work on next, I've been refreshing my Godot skills. Wanting to get back into 3D and prepare for doing more narrative heavy games. Made this demo to learn nathanhoad's excellent Dialogue Manager addon and also test drive Kenney's new Godot platformer kit.
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I'm really, really enjoying Dialogue Manager so far and feel it has a tonne of potential. Think it covers a lot of things I've been looking for:
Direct engine integration is super useful, as well as using custom resources to store dialogue. They're also text files so can still use external editor to update
Straightforward syntax, reminds me a lot of ink and yarn. As well it's named node approach feels familiar
Able to access global game variables for conditionals, and having conditional based loops and choices is very straightforward
Also able to call methods directly within dialogue, which is super powerful when combined with signals (showing/hiding coin UI mid conversation, playing sound effect)
Lots of options for random dialogue choices - just used the single line ones for now but in docs have seen they also have option for setting custom probabilities, just ncie to add more flavour
Hyped it has a built in approach for translations (create IDs and reference CSVs) that looks like integrates with Godot's localisation tools - a bit of a future thought but glad it has stuff to help built in
Docs you can mention you can create dialogue resources at runtime. Can imagine this being very useful - an example would be creating a record of all lines seen to replicate Ren-py's "log" feature.
The methods for displaying dialogue are super flexible. At the moment just used their example balloons but looks like it should play nicely to let you build custom GUI - and maybe even multiple forms (e.g. dialogue scenes vs flavour barks in main game world). Think next experiments will focus on this.
There's a few more things I'm keen to learn and see if they're feasible with this - "disabled" choices that still appear but can't be accessed would be nice, also looking at how you can integrate this with an audio system for voice acting - I think they have an example that includes voice acting?
Only thing I'm a bit nervous of is it looks like it can only grab variables from autoload/global scripts, so when putting into actual game will need to take care with save systems and methods for loading choice variables into a choice master global so we aren't keeping too much in memory at once. But if I'm wrong on this assumption, or others have approaches, more than happy to be corrected on this!
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Also really enjoying Kenney's 3D platformer kit and it's been fun and . Making the shopkeeper bot was super simple. All the details on the original character model are modelled so just adjusted the face and for changing colours just had to move UV islands for limbs and face to different parts of the pallete textures.
Haven't tried this technique for modelling and texturing before but seen it crop up a few times so will definitely experiment with this in the future. Also might help with optimization - I think most of the materials in the pack refer to this single image texture? By default the pack only has the model glbs and a single colormap png so assuming that's how it's working.
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Original plan was to fill in the shop with another pack so there's a few little platform challenges within this, but they all needed collisions adding so might add that in future. But main aim was focusing on the dialogue and think we've got a good approch going forward, and highly recommend the add on for other Godot devs making narrative games!
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wondrous-eos · 1 year ago
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FFXV Modding Resources
Flagrum is a modding tool and mod manager, lets you install both Steam Workshop as well as earc mods very easily. It also lets you create mods, browse the game files with model and texture previews, extract all kinds of files from the game's earc archives, and more! For some features/early access you will need to support the developer on Patreon and link your Patreon account with Flagrum. Video guide how to install and use Flagrum. Flagrum Blender addon for those who want to create Steam Workshop mods or make renders. The addon lets you import individual FFXV models or entire FFXV environments into Blender. It also lets you export models for Steam Workshop mods. An entire wiki page with multiple guides and information about FFXV modding that the Flagrum developer has collected over the years. Lucent is a visual scripting tool, lets you alter the game's script files visually via nodes. To download the tool you will need to support the developer on Patreon. "Exineris" discord server where you can discuss mods and/or other FFXV related topics (try not to derail the discussion to projects like KH or versusXIII; that's not the purpose of the server). Also contains practical information for modders or 3D artists with links to many useful resources. Flagrum cannot do everything yet so you may still require other tools such as: Noesis (can preview models but only once you extract them from the game's earc archives (Flagrum lets you view these even inside of the earc archives); also lets you preview animations which Flagrum cannot do at the moment) Cindy Text Editor (lets you modify text in the game such as subtitles or various signs, etc) Audiomog (lets you mod the sound files including dialogues, sound effects, and background music) More information can be found on the wiki page linked above. Where to download FFXV mods: Steam Workshop for Steam mods (weapons, outfits, model replacements; you need to have an account to DL) Skymods (a Russian repository for (not only) old Steam mods, no need to have a Steam account to DL) 3DM Game (a Chinese repository for old Steam mods, no need to have a Steam account to DL) Nexus mods for (mostly outdated) earc mods (mods that modify the game's "ebony" archives aka earcs). Flagrum should still be able to install these as legacy mods. Modworkshop (another repository with earc mods, was mostly active when Flagrum started) CurseForge (yet another repository with earc mods, where the Flagrum developer moved as a more suitable hosting platform with the latest updated earc mods, including the Chocomog carnival) Snapshot mods for the bros and others (earc mods that make characters use specific poses so that you can take interesting pictures; links also contain instructions) Reblog to spread awareness! Thank you!
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littlemissf · 7 months ago
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CBVE - Lash Variants
I am working atm at Lash diversity for the coming eye mod WIP. The top and bottom lash are separate meshes, so when you make NPCs, you can as well easily chose for top and bottom from different textures. Or you could make new eye records using all kind of combos.
Atm I am at 8 lashes, which need to be adapted to the men lash as well. So it's double the work. But I just love the HairTG addon from Olivier Lau and the possibilities it gives you. So I thought I spoil us all with some lashes. :3
Can highly recommend HairTG.
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Signalis Doom - 4
Another mixed bag of a day, largely spent on textures. Did you know video games tend to have alot of them? So today's issue came from me grappling with the fact that what's good for Signalis texturing is not good for Doom texturing. At first, i didn't see the issues though. Signalis's Textures are all actually at or around doom's texture resolutions, and it's sprite sheets can easily be chopped up into good looking walls and pillars and such.
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The problem comes from two places. 1. these are textures made to wrap around a 3d model, not laid out along a floor or a solid wall, so i had to figure out exactly how i was going to chop it up. Do i have a few solid pieces? do i chop it up into a dozen small ones so i have the most control? the answer is it's gonna vary.
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For example. here's a chunk of the Penrose and it's wall texturing. The entire room is one model, and every part of it(including the lil' spires in the corners) are all pulling from the same sheet. Each part is meant for dif stuff, which explains why some chunks are much brighter, or darker, than others. That's great for UVing, but i don't really know what i'm supposed to do with something like this. What do i do with the clearly darker chunk of wall? Sometimes, there are walls that have a lil' extra line on the bottom, or the top, and i don't know why. I think they'd texture rooms so that dif parts would look better to the camera angle. That's great for their angle, but a bit odd in first person.
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I mean it guess it's not that weird, but i think it'd have to edit it to have a more natural falloff or somesuch. It doesn't look great ported as-is, and this problem comes up alot (this is a minor example tbh) 2. Doom's textures more often than not are expected to look acceptable when used on large surfaces. This means floors and walls and such need to be able to tile (or repeat forever) cleanly, but without drawing too much attention to the repetition. Like a walking loop, you don't want a specific action to pop too much because it'll call attention to the loop.
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Signalis's textures, however, are often very small textured tiled very aggressively. It's something that you don't think much about in a slow game from a pulled back perspective. However, once you're low to the ground and moving at a clip, not only do you notice the repetition, but it can honestly get a bit nauseating to see the patterns whoosh by.
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the floor textures look like this. Most areas are made up of the middle tile in the ring, with the ring parts often running along walls. The bits on the righjt and bottom are often used to break up the visuals. At first, i thought this would be a big problem. The 32x32 tiles just repeat too hard to look good. However, i am a dummy, and forgot that this is pretty easily solved by breaking the ground up and slotting those tiles in.
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Now, it's more work than it'd be on a 3d model, cuz i'm gonna need to remember to do this manually. But, that solves the problem of using the little details. Doesn't really solve this tiled floor being a nightmare to see stretch on forever, but at least it's something. --- I spent a bit of time working on getting some 3d models and stuff into the game as a test, which didn't go great. The community models for the characters are fantastic, however, they don't deform well when converted to the .md3 format.
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GZDoom doens't used fbx files, it uses OBJ for static stuff, and MD3 (an old quake 3(?) file type) for stuff with animations. It's an old old format, and only really works via a couple of blender addons or old modeling programs. Conversion from obj/fbx/ect to md3 can always be funky, i don't really know why, it just can be. Sometiems it works, or sometimes you need to model in md3 from scratch. i don't know how far i'm gonna go with that. I also played aroudn with getting sprite turnarounds of the characters. However, that's going to take it's own tech setup that i didn't give much time to today.
Overall, a pretty frustrating day, but i got alot more stuff in-engine and figured out mass naming schemes and so on. I can't say i've really solved any problem, but I'm gonna pretend noticing the problems is progress in-of-itself. So uhh, i dunno, hey do you wanna see Ariane's bathroom? god, poor girl, 20(?????) years in that tube and this is what she's got to work with.
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(the blender scene is not mine, it was assembled by a very skilled person on the signalis discord. all credit goes to whoever did it, they're a godsend)
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neonbutchery · 1 year ago
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Hi! Did you use any specific tutorials to learn how to mod bg3 heads? I was wondering if you shared/didn’t mind sharing
i did!
obligatory disclaimer that i already have years of experience doing 3d and working with blender, so there's probably a bigger learning curve if you also have to learn blender. if this is the case, this is the shortest tutorial i can link that covers how to navigate the program and basic interface for beginners. you don't really need to know a lot of blender to edit head meshes, just the basics.
you can extract all the head meshes using lslib, opening it, going to the PAK/LSV tools and choosing the Models.pak file from the Baldurs Gate 3/Data folder. head files are often found in Generated\Public\Shared\Assets\Characters\_Anims, and then classified by race and gender. Ex: Lae'zel's head mesh is located in Generated\Public\Shared (or SharedDev)\Assets\Characters\_Anims\Githyanki\_Female\Resources. head meshes are always named something like (RACE)_(GENDER)_NKD_Head_(character creator preset number or character name). the ones that end with a letter (Head_A, B, C, etc) are mostly character creator presets, whereas named characters with their own unique head meshes will have their names (Head_Laezel, Head_Karlach, etc). if you're just looking to edit a specific character, searching for their name on the file explorer is faster and easier than to go looking through files tbh.
you'll need this blender addon to be able to open .gr2 files (which is the main file bg3 uses for 3d meshes). there are installation instructions in the page itself, but if you need help feel free to reach out!
now, onto the head mesh editing itself: this is the only tutorial that has ever worked for me. it's easy to follow (provided you know how to use blender already), fast, and works for every head mesh from every body type.
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a couple more tips that aren't in the video: in blender sculpting mode, click the "mask" brush and then paint the areas closer to the ears, eyes, and neck seams to avoid the final result looking wonky because of deformation. the mask basically keeps those areas from being deformed and shows up as gray spots on your mesh.
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follow the rest of the tutorial linked above, and you're done!
i still have no clue of how to add modified heads as new standalone presets, so i honestly can't give you any advice on that. my skillset right now lies mainly on replacing already existing in-game meshes with modified ones. if i ever figure out how to or find a good tutorial i'll update this!
and i don't mind sharing my mod process at all! in fact, i myself am frustrated with how inaccessible the bg3 modding community can be sometimes to total beginners (tutorials tend to be very technical and specialized), so i hope i explained this well. if you have any further questions let me know or pm me and i can help with most stuff as long as it's within my skillset (editing textures and meshes and replacing them in-game.)
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sdmsims · 4 months ago
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workin on an addon for the anime head :} being: 3d eyebrows! since they animate a lil less weirdly than the ones textured onto the head
i kind of wanted to add some more stuff as a part of a bigger update but im out of ideas.. does anyone have suggestions mayhaps
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