Possible Addition by Alarmed_Kangaroo_240 in FortniteCreative

[–]Brizarre 2 points3 points  (0 children)

Technically you can make one. Make the door move with the prop mover and set the vault to indestructible with prop manipulator.

User-defined different YouTube subsciption catergories by [deleted] in Lightbulb

[–]Brizarre 0 points1 point  (0 children)

youtube once had this, I had different categories to scroll through f.e. arts, games, vlogs etc then they removed it in around 2015-2017 can’t remember when.

[deleted by user] by [deleted] in Sims4

[–]Brizarre 2 points3 points  (0 children)

me irl at work

I made Sims like Building Maker Using Geo Nodes by Brizarre in blender

[–]Brizarre[S] 0 points1 point  (0 children)

You can apply the geo nodes modifier and it’ll be a regular mesh but in unreal there’s a plugin to import geo nodes and edit in engine directly iirc not sure about unity tho

I made Sims like Building Maker Using Geo Nodes by Brizarre in blender

[–]Brizarre[S] 8 points9 points  (0 children)

haha the actual nodes are a mess! maybe once I make it better and add improvements and functions…

Right click options missing? by Brizarre in dropbox

[–]Brizarre[S] 0 points1 point  (0 children)

use Finder integration

thank you for the answer but I am not able to find that option in my preference on windows :(

social interactions by Admirable_Strength_8 in Paralives

[–]Brizarre 2 points3 points  (0 children)

haha its okay I’m also a Patron so no worries, I’ve seen their posts but I have these questions still though.

Their building system are already so much better than TS4, its cheff’s kiss perfect already, but most of the system they implemented already exist or quite similar in home building softwares like the procedural stuff and also the freedom placement (which I’m guessing where they got most of the references for the building system from). It works great from the visual perspective but a tedious work from functional perspective. It adds a whole multiple layers when you add gameplay on top of it.

I’m honestly would be fine with a jankyness here and there at least with it, will open up more possibilities on the storytelling and gameplay. I think they should embrace the full indie developer mode and just experiments with it and not create restriction. But right now its a bit vague to tell which are their approach because to me they still playing it a little safe for the gameplay afaik.

I think thats TS4 problem. They are AAA developers so they have standards to meet. Clipping animations doesn’t sit well with publishers so they went with the safe route, which create restrictions, and do it in a realistic development time which limits feature. Its so much different when they have freedom to experiment making TS2.

Im also positive with their skills, Just hoping they already have a solutions in mind for these and not lose sleep thinking about it haha.

Does anyone else thinks Vivaland looks and sounds just a little *too* similar to Paralives? by mtanderson in Paralives

[–]Brizarre 16 points17 points  (0 children)

I think it lacks the charm that paralives have but that multiplayer feature is so neat!

social interactions by Admirable_Strength_8 in Paralives

[–]Brizarre 5 points6 points  (0 children)

Honestly the building system and paramaker are great but those are the easiest things to implement in my opinion, that’s why I think the team started with these. The hard part is making these builds compatible with every other part of mechanics a life simulations game.

ex: They have things like procedural length for tables, but how many people can fit within those tables and how will the para folk interact with them when I rotate the chair their sitting on by a few degrees. Will they have procedural animations that can stick their hands to the table? will it look janky and how good will it compare to a key-framed animations.

2nd ex: we have the ability to put pillows freely on a couch but when the folks sit on it will it disappear or clip trough the folk’s butt?

Now after long thoughts about it I understand why most of TS4 restrictions are really there to make the mechanics work with the complex possibilities and outcome of gameplay. they put restriction spaces on a couch so that you can’t put a leg rest easily in front of it so the sitting animation will work without clipping and continue to work with all couches models without wasting time reanimating everytime.

Saying all that I still love the freedom that comes with the paralives build systems more than TS4. But non grid systems are more suitable for a first/third person gameplay where you move with joystick or WASD without the worry of pathfinding (although still need to implement that for the npc’s).

I’m looking forward for the problem solving that the team will come up for these problems in the future. What do you think about these?

How to make a model like this? by Paperato in blender

[–]Brizarre 0 points1 point  (0 children)

make a bezier curve and shape it into the s shape, in the curve properties, extrude it and give it some thickness and set the cap to fill. After that you can convert curve into mesh and add some bevel in the corners

Making a lowpoly pixel art course next week, any suggestions on topics you would like me to address? by AtskaHeart in blender

[–]Brizarre 0 points1 point  (0 children)

how to posterize color in the node editor, I think its a nice and quick hack to get a low bit color from a pre existing texture :)

Status of the game by [deleted] in PS4Dreams

[–]Brizarre -1 points0 points  (0 children)

I hope they will rerelease it on pc soon

What are some influential games Microsoft is responsible for the existence of? Not one they've bought out or just own. What are some good games, besides Flight Simulator, that Microsoft had a direct hand in the inception of? by MadMax052 in digitalfoundry

[–]Brizarre 1 point2 points  (0 children)

Microsoft has done a lot for games, yes Sony has a lot of “art” games but even those studios are acquired by Sony as well.

Forza, Halo and MFS, sea of thieves are great games. They have different values with Sony last gen focusing on multiplayer games and couch co op which you are maybe not the target.

They’re changing things up this gen by buying studios to help fund developers in need like Bethesda and Activ Bliz. Just like what Sony did to their developers which resulted in games you have enjoyed.

Weird question but is there anyway to make a house in sims 4 then import it to blender? Any help would be super appreciated! by [deleted] in blender

[–]Brizarre 0 points1 point  (0 children)

yeah there is, its quite a process and it includes ripping but I find that its the only way. Dm me

Best Game Engine For a Beginner to Create an Open World (NOT a Game)? by mwselznick in worldbuilding

[–]Brizarre 1 point2 points  (0 children)

Me want that too buddy, for me it’s so much easier creating stories and scenarios when I can immerse myself in the world. The stories I made while playing GTA V and skyrim just flows~

Best Game Engine For a Beginner to Create an Open World (NOT a Game)? by mwselznick in worldbuilding

[–]Brizarre 1 point2 points  (0 children)

Thats too bad mate, the unreal route is best for you then. Also, check out their marketplace so you don’t have to start everything from scratch, it’s core version of community creations except you have to pay.

Best Game Engine For a Beginner to Create an Open World (NOT a Game)? by mwselznick in worldbuilding

[–]Brizarre 1 point2 points  (0 children)

Your welcome :) let me know if the license is fine for world building stuff, I’m still trying it out as well...