#Modding
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beanbytt · 1 month ago
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I made a mod that replaces every instance of Loop (from In Stars and Time) with a plush counterpart!!
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kyelily · 2 days ago
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Fun fact: so many mods exist for the original iPod that can add things like USB C, flash storage, and even Bluetooth! If you're looking for a fun modding project, it's sick as hell
I hate when I say things like "oh I want an ipod classic but with bluetooth so I can use wireless headphones" and some peanut comes in and replies with "so a smartphone with spotify?" No. I want a 160GB+ rectangular monstrosity where I can download every version of every song I want to it and it does nothing except play music and I don't need a data connection and don't have to pay a subscription to not have ads and don't have popups suggesting terrible AI playlists all over the menus.
Gimme the clicky wheel and song titles like "My Chemical Romance- The Black Parade- Blood (Bonus Track)- secret track- album rip- high quality"
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tangoknight · 9 days ago
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captain in the rorr logbook artstyle ^_^
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vo1d-cat · 1 day ago
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art I made for my region mod!
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yes I'm currently working on a region mod!! suntouched waterfall! it's not anywhere near done though sigh, anyway have this art of it
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hereforthepotions · 10 days ago
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Tin blocks... Blocks made of tin...
(Tin ore in stone, block of tin, 2x2 cut tin, 5x5 tin tile, tin trapdoor, tin door, stairs and slabs for all of them, tin armour on a stand, tin ingot, raw chunk, nugget, axe, shovel, and hoe in item frames, and a tin golem.)
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kumakechi · 2 days ago
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let's glow serenely with yosuke
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jubileegeode · 14 days ago
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I was required to ensmall my babies >:/
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kirain · 7 months ago
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This company is so unserious, I love it.
The time has finally come, my console friends! Though I do have the game on PC, I do prefer my nice, comfy console, so this will be great! Thank you, Larian, for everything you've done. And thank you to all the wonderful voice actors and to the modding community as a whole!
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Let the chaos begin!
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untrustedlifegamedev · 18 days ago
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I genuinely just want folks to check out my modpack
Its basiclaly a dreamlike, Ever-Changing Minecraft Metropolis full of liminal/surreal spaces to explore! Ive been working on it for like 10 months. Still gets constant updates too.
If you are into any of those liminal walking sim/horror games, you would like this, i think. Most of the spaces were built by me and a friend of mine.
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b0tster · 2 months ago
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do i srs have to upload the full campaign of halo 1 in its entirety for 2 bitmap edits and a single model swap for steam workshop to register it 🥲
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kaasiand · 12 days ago
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I had a vision
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bon-the-angel · 1 year ago
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i got bored and put shadow in yakuza kiwami 2
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simnopke · 3 months ago
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The Sims 2 Legacy Collection: shadow fix
The rerelease of The Sims 2 introduced a fix for the black rectangles under Sims. You may have experienced this bug in the Ultimate Collection version.
As the creator of the Sims Shadow Fix, I was curious to know how it was done. But first, I'd like to explain what the problem with Sim shadows is.
What's the cause of the shadow bug?
When the game works as intended, a Sim shadow texture is a light bluish blob on a white background. It also has transparency, but it's unused. It looks like this:
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However, many modern graphics cards render the texture as plain black with transparency:
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That's why black rectangles appear under the Sims.
What does my mod do?
My mod is only a workaround for the bug. It uses the transparency to recreate the shadows.
The first versions released in 2015 and 2016 were achromatic, while the original shadows were bluish. Back then I didn't even know why and how my mod worked.
On 2 January 2025 I released new versions based on my research into shaders. I also recreated the original bluish shadows.
How does the Legacy Collection fix the shadow bug?
Thanks to @ivycopur I was able to examine the code. It uses a workaround, just like my mod.
In fact, it looks almost exactly like the really not misty 0.4 version of my mod, which, ironically, is now legacy. The shader code in the Legacy Collection contains the same nonsense. And a bit more.
Code comparison
The left side is the original code extracted from the Materials.package file in The Sims 2 Ultimate Collection. The right side is my code or the Legacy Collection code:
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The differences between my code and the LC code:
the debug part: I removed it from my code as players will never see it. The LC has this feature untouched.
alphaBlend srcFactor: despite the difference, it actually changes nothing. Explained later.
The identical changes:
alphaBlend dstFactor,
the same colorScalar has been added,
textureBlend.
Nonsense #1: textureBlend
The textureBlend defines how the colors of the incoming texture are transformed. The first argument is responsible for the color channels, the second – for the transparency.
Originally it's just:
textureBlend select(texture) select(texture)
And it means that the texture is taken as it is.
My and LC code transforms it though. The colorScalar is defined as a partially opaque (40%) black color. The transparency argument takes the transparency of the original texture and darkens it with the 40% factor:
multiply(colorScalar texture)
And this makes sense. The color channels argument takes the transparency part of the texture and makes it pure black, because the color scalar is black:
multiply(colorScalar texture:alphaReplicate)
It's pointless. I could go:
select(colorScalar)
instead. It would be effectively the same.
The texture after the transformations looks like this:
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Nonsense #2: alphaBlend
The alphaBlend defines how to mix the source colors (in this case the transformed texture from the textureBlend step) with the destination colors (in this case, the ground under Sim's feet).
The srcFactor argument defines the source color transformations, the dstFaction – defines the destination color transformations. And then they're put together.
Originally it's:
alphaBlend srcFactor(destColor) add dstFactor(zero)
The srcFactor says that the shadow colors are darkened with the ground colors. The dstFactor doesn't really matter because it's multiplied by zero (black). Also, transparency isn't used.
If I understand correctly, you could achieve the same effect with:
alphaBlend srcFactor(zero) add dstFactor(srcColor)
And the final effect is:
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My and LC code had to do it differently. The dstFactor says to darken the floor color with inverted transparency:
dstFactor(invSrcAlpha)
It sounds complicated, but the inversion actually means that black becomes white and vice versa. So the transparency texture, which is a dark gray blob on a black background, becomes a light gray blob on a white background.
The srcFactor is actually useless because the shadow texture (from the textureBlend step) is black. So it doesn't matter if you use:
srcFactor(one)
like I did, or:
srcFactor(destColor)
as in the LC code, it will always be black because you can't make black any darker. To make the intention clear, I'd personally go with:
srcFactor(zero)
instead. The final effect would always be:
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It's different from the original intended effect. You can even see the difference in the official screenshots:
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Source 1 | Source 2
Conclusion
It doesn't look like a coincidence. The cause of the shadow bug hasn't been fixed, and I doubt that an experienced shader creator would come up with such a workaround. There are better ways.
Before you point out that it's against my terms of use to take my code and sell it, especially without credit, hear out. It doesn't matter – EA's policy allows it. And I'm not even angry. It's just funny that they trusted such a messy code. I wouldn't be surprised to see other creators' fixes in the Legacy Collection.
The good thing is that EA has addressed the shadow issue at all. 🙃
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lazyduchess · 3 months ago
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TS2 Extender for Legacy Collection
Hi :)
I've been poking around in the new Legacy Collection release for The Sims 2.
I started work on a small mod that currently adds the following:
Borderless fullscreen support
Toggle to skip intro videos.
Firstborn Syndrome Fix (Fixes broken RNG in general)
Experimental restored Lua features for modders.
Download on Github
Installation is simple, head to your game's installation directory -> EP9 -> TSBin and extract the contents there, alongside the game's executable. You can tweak the mod's features via notepad by editing the included .ini file.
Now let's hope EA actually addresses the other millions of issues the release has...
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thats what The Leg Thing Mod on Nexus looks
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