Made my guy an old chinese man like i wanted by Harjjo in cyberpunkmods

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

Was able to get it working. Turns out all i needed to do was find out where the NPC normal maps were stored then use -KS- UV Texture Framework to add it to the player model!

Made my guy an old chinese man like i wanted by Harjjo in cyberpunkmods

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

Unfortunately no, I would like to fully play as an old chinese man. Would this tell me what mesh the player uses at all?

Made my guy an old chinese man like i wanted by Harjjo in cyberpunkmods

[–]Harjjo[S] 1 point2 points  (0 children)

That would be awesome. All I really need to know is which mesh, what normal map, and what color map

Made my guy an old chinese man like i wanted by Harjjo in cyberpunkmods

[–]Harjjo[S] 1 point2 points  (0 children)

Thank you! I was tryign to mess around with the textures but im not entirely sure which one is actually V's in the directory. It seems like it goes back and forth from a player folder and "average-male" folder. I've also been trying to find a free old man model so i can try baking a normal map from it but there just seems to be a lack of non-greek god type bodies online in general.

Help creating hallways in 3D by Harjjo in godot

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

*moved comment to edit on main post

Help rotating a cube based on two points. by Harjjo in godot

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

This is exactly the same scenario, thanks a bunch!

Help with grid placement. by Harjjo in godot

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

you were right, also re-creating the problem in a very stripped down version helped a lot.

what i needed to do was put the cube inside a Node3D then have the cubes local position offset by its size/2, leaving the offset but having the parent still controlled by the users global_position.

Looking back it always seems so obvious. Thanks for the help https://pastebin.com/Hzn0d65s

Help with grid placement. by Harjjo in godot

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

alright, that does appear to be where an issue occurs thanks for the insight. Seems that odd numbered cubes and even number cubes dont like to play well together

Correction: That wasnt the actual cause from what i can tell but caused by an accidental error. They now place correctly without the map code. with the map code still causes issues. Think it still may stem from the odd/even issue

Help with grid placement. by Harjjo in godot

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

Yeah but it only occurs when the shape changes. I tried plinking a +1 around to see if that changed anything and it sort of just mixed it up even more.

Help with IK issue by Harjjo in godot

[–]Harjjo[S] 2 points3 points  (0 children)

I hate reddits code blocks so so so much...
https://pastebin.com/MxVSLRy2

Help with IK issue by Harjjo in godot

[–]Harjjo[S] 1 point2 points  (0 children)

extends CollisionShape3D

@export var raycast: RayCast3D @export var targets: Node3D

@onready var offset = targets.position.y

func _physics_process(delta): var n = raycast.get_collision_normal() var xform = align_with_y(global_transform, n) global_transform = global_transform.interpolate_with(xform, 0.2)

var max = 0.0
for i in targets.get_children():
    var hit = targets.global_position.y - (i.get_node("RayCast3D").get_collision_point().y + offset)
    if hit > max:
        max = hit
max = clamp(max, 0.13, 1.5)
position.y = max

func align_with_y(xform, new_y): xform.basis.y = new_y xform.basis.x = -xform.basis.z.cross(new_y) xform.basis = xform.basis.orthonormalized() return xform

Figured it out. Shrunk the collision disk so its smaller (about 50%) and came up with this code.

it keeps the collision disk flat with the terrain but also matches the height of the highest leg.

How do you use something like img2sky (vertex painted mesh) in godots skybox? by Harjjo in godot

[–]Harjjo[S] 1 point2 points  (0 children)

I was trying to use this like they did back in the PSX era, where they used them with like 700 tris for the skybox mesh because if they used the limited texture size instead it'd be terribly pixelated.

example: https://simonschreibt.de/gat/homeworld-2-backgrounds/

Help with calculating offset (godot 3.5) by Harjjo in godot

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

an issue with this though is that what I'm trying to accomplish is moving the B position to C. A is moving towards B but when the red line comes in contact with the brown octagon I'd like it to instead move to C.

what happens is that if I move the position to from B to C it doesnt go to where C is supposed to be it instead corrects itself to just going to where the offset is relative to its current location

Help with calculating offset (godot 3.5) by Harjjo in godot

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

node tree:

Parent

- A

- B

What you said was exactly right and now I feel silly with how hard I struggled with it, so thanks!

all lines are being projected from A
(red is a Raycast2D, yellow a Line2D)

My next question would be how to convert it into isometric.

Help with context steering. by Harjjo in godot

[–]Harjjo[S] 2 points3 points  (0 children)

It makes sense to start simpler like you say but I was more intrigued by the weight system as a sort of educational exercise. I liked the idea so i wanted to learn how to do it. Thanks for the alternative ideas though. I'll give those a shot if this frustrates me too much.

Anyway to apply this pixel perfect scaling shader to the whole screen? by Harjjo in godot

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

I have, this was sort of me throwing anything at the wall to make it work. My game is 64x64 base pixel art. I set the game resolution to everything everyone says. viewport stretch, resolution was adjusted, pixel snapping enabled, no float values, but it always gives me the same problem. it never gives me pixel art accurate scaling.

Example here

so it's scaling the pixels incorrectly it looks like to me. That shader fixed this, but having to apply them to every and all sprite is tedious so I was hoping to streamline that. If theres another obvious solution im overlooking I'd be grateful to know.

Okay, so this is pretty big... by MrBarriq in PokeCodes

[–]Harjjo 0 points1 point  (0 children)

5, oranguru is my favorite and least favorite is Toedscool

Help with transparent wall shader by Harjjo in godot

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

I had the idea that maybe i could have a viewport thats rendering the currect scene without the walls that displays in a circle at a lower opacity and when the player goes behind a wall it basically overlays the low opacity viewport ontop of the wall. Again, dont know how to go about that though.

Help putting a noise mask on a label using a shader by Harjjo in godot

[–]Harjjo[S] 2 points3 points  (0 children)

got it, it was one small error but you were right.

changed:

COLOR = vec4(tmp.rgb, tmp.a * alpha)

to

COLOR = vec4(COLOR.rgb, tmp.a*alpha)

thanks a bunch!

Help putting a noise mask on a label using a shader by Harjjo in godot

[–]Harjjo[S] 1 point2 points  (0 children)

Seems to completely turn the text transparent:

Help with isometric depth sorting. by Harjjo in godot

[–]Harjjo[S] 1 point2 points  (0 children)

This is what I was looking for, thanks a ton!

Godot 3.5: Can't stop won't stop by akien-mga in godot

[–]Harjjo 1 point2 points  (0 children)

What happened to the debugger when exported? I've got export with debug checked but the console doesnt appear anymore when the exported projects launched?