momoe
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Posts posted by momoe
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On 6/25/2023 at 8:39 PM, Chambers said:
The A21 version of Additional Arrows is done. It (and all future A21 mods) will be in the A21 thread.
But since this one mods has also been discussed here, here is the early file link. The website will have it up in due time.
Just want to follow up real quick.
I've rolled out a copy of a20 to try out your mod, it looks like it fits for the most part, small alignment issues but nothing to crow about.
As I've said before this is only a rough draft. while we fit scaling, and implementation stuff.I'm Currently getting a crash course in materials and texturing going from GLSL>PBR standards, so once I have a fundamental grasp of these things I will resubmit the mesh with all the proper baked textures. It's just going to take some time until I get this under my belt.
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8 hours ago, Chambers said:
It's done. At least for A20. The post will go live on the mod website in due time. An early link is in the spoiler area below.
The A21 version will be a bit longer before release. I have the mod up and running in A21, but I still need to set things to working with A21's new loot and trader systems.
Updated version of Additional Arrows, containing the excellent new model from momoe!
https://drive.google.com/file/d/1C6OVj50h2PKUGJj11QxJkbhZPYOaBp1B/view?usp=drive_link
So, I'm more coder and animator than artist, so my knowledge in this area is very limited. Mostly all I use is the 7dtd exporter to take models straight out of Unity and into the game. From what I hear, though, the 7dtd engine is a heavily restricted version of Unity that doesn't allow for a lot of effects, such as metallic reflections. In my experience, it also tends to "muddy" up one's textures quite a bit, though bump maps seem to make it across the export pretty well.
Glad to hear it, I'll give it a once over, before baking out the textures. For now this was just about fixing the size and pieces to fit in game proportions, so texture baking doesn't look warped.
Also I *might* have a glass arrowhead in the works, if I can get the sculpted mesh to come out with the fine chisel detail for baking a glass texture too. But this one will be taking ab it longer.
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I've finished UV unwrapping it, and exported all the individual parts in one FBX file. but should be acceptable to play around with in whatever modeling program you use. I'm curious how they mirror like specular translates over to the metal portions. https://file.io/bVlA3qS7Seph
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Hi I'm having an issue with "reading" some of the disassembled ammo. It says "Can't accept quest at this time" though I have no other active quests going on. Is this a bug or is there a cooldown for how many of these you can activate?
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20 hours ago, Chambers said:
So, the funny thing -- not funny ha ha, funny sad -- is the arrowhead from the package I got is almost the exact same color as the 7dtd background. Painfully invisible when in inventory. After spending way too much time nosing around the store for alternatives, the other available arrowheads are all terribly similar to the vanilla arrows, and I gave up and got a 2d substitute image.
In other words, I would be pleased to have any arrowhead that is not dark gray and that is visually distinct at a glance from the vanillas. Yours looks ideal. So, if you would like to move forwards, let me know your terms.
My terms are reasonable... 1 MILLION DOLLARS AND A MOON BASE!!! (jk) but really I can design the mesh and the textures, but I do not know 7D2D modding architecture. So 1.) What format the mesh/textures need to be in, and 2.) leave it up to you to integrate it into your mod 3.) Just a credit for my contribution. Once I have that info, we can go back and forth on size dimensions and other kinks to work out.
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Hi Chambers I have your Better Arrows mod installed and noticed that your borrwed mesh assets for the fiberglass bow don't match the icon. So I've been made a mesh that more closely matches it. If you are interested in porting this to 7D2D I'm willing to work with you. Please contact me if you're interested.
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[Bug] Gyrocopter Input commands
in General Support
Posted
There is an issue with the Gyrocopter input commands. the vehicle is both registering the ground and Gyrocopter inputs at the same time listed in the UI options. For example the "Brake / Gyro Pitch up [Space]" will stop the aircraft and pitch up the aircraft stalling out in the process. The same applies for "Hop / Gyro Pitch Down [C]"
Proposed Fix: Assign a seperate hotkey field for the gyrocopter in the next update, or rework the input script where the vehicle will use the ground controls ONLY when all wheels are situated and prioritize the pitch functions seperate from any other thrust.
**Other thoughts:
https://gyazo.com/79091f7f4dbfe694ef851ef3b326e1c9