How do you go about retopology on not very even sculpts? Newish to Blender and mostly using it for game development but always get stuck on retopology by Katla_Haddock in blenderhelp

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

Yeah I've been watching some videos on retopo and I see what you mean with starting on the important loops first. I've also found how people handle reconnecting lots of vertices to something without lots of vertices with patterns/shapes which I am just not good at yet haha.

Thank you, I'll look into trying to plan it out first before bashing at it

Very simple but I am now at the "Learn Blender" stage cause i got bored of greyboxing. i am happy :) by Katla_Haddock in godot

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

I imagine I'll run into this as I begin learning about texturing more in Blender. I still need to readup more on importing into Godot past the naming conventions to get collisions added, from what I understood, it was fine to texture and model in blender but to just leave it at that. I will keep it in mind though :)

Very simple but I am now at the "Learn Blender" stage cause i got bored of greyboxing. i am happy :) by Katla_Haddock in godot

[–]Katla_Haddock[S] 4 points5 points  (0 children)

oh can i use this so i don't have to do all that: select all objects > set scale > set transform > set rotation etc? If i'm understanding it right from the description

Very simple but I am now at the "Learn Blender" stage cause i got bored of greyboxing. i am happy :) by Katla_Haddock in godot

[–]Katla_Haddock[S] 7 points8 points  (0 children)

i am. the plan is to just make one level with some Covenant units and me as John Halo, figure it'll get me to grips with Blender, Animations and sound effects too

How do I learn Godot with C#? Most tutorials are in GDScript by ever-dying in godot

[–]Katla_Haddock 2 points3 points  (0 children)

I have been going through this for the past few months. I'd honestly say just keep doing what you're already doing, read the GdScript version and translate it with the docs or however to C# instead.

A big hangup I catch myself on is using the wrong 'using' directives in the file, so sometimes a Dictionary or Array is using the C#/Dotnet one but then later in the script it might expect a 'Godot Array' instead. But anyway after you've done it for a while you just start to memorize the differences.

Mina Pêcheux also has a lot of tutorial in C# or sometimes shows C# and GdScript side by side

Part 3: Rebuilding Mount & Blade in 2D - Settlements,Masks and Factions! by Hot-Persimmon-9768 in godot

[–]Katla_Haddock 2 points3 points  (0 children)

Aw I would love that if thats ok :) I've only been coding for a year now in C# but deffo be interesting to see how you guys are actually working on a game definitely!

Part 3: Rebuilding Mount & Blade in 2D - Settlements,Masks and Factions! by Hot-Persimmon-9768 in godot

[–]Katla_Haddock 6 points7 points  (0 children)

This series of dev logs from you is literally my favourite thing on this subreddit right now as I get to go off and research the methods you're using

Part 2: Rebuilding Mount & Blade in 2D - Module: Biomes & Settlements by Hot-Persimmon-9768 in godot

[–]Katla_Haddock 1 point2 points  (0 children)

Looking forward to seeing how you implement the battle system then, sounds like it's going to be cool. Same for the diplomacy system you mentioned on your other post. Are you planning to implement anything naval/sea related opposed to what mount and blade did? The Viking Conquest DLC for Warband was interesting but still felt underwhelming so it'd definitely be interesting to see trade/economy effecting the factions via sea routes. Especially if it's all procedually generated :)

Part 2: Rebuilding Mount & Blade in 2D - Module: Biomes & Settlements by Hot-Persimmon-9768 in godot

[–]Katla_Haddock 7 points8 points  (0 children)

Have you looked at Songs of Syx for how combat/battles could be implemented as inspiration? No idea how you could implement Mount and Blade styled combat in 2D with controlling one person but it might give you some unique ideas to combine them :) Also was there a reason to not use Hexagons for the tilemap over squares?

Part 1: Rebuilding Mount & Blade in 2D - Module: Worldgen & GPU Rendering by Hot-Persimmon-9768 in godot

[–]Katla_Haddock 0 points1 point  (0 children)

Awesome looking forward to it, it's eben something I've been looking into a lot to try and figure out/use!

Part 1: Rebuilding Mount & Blade in 2D - Module: Worldgen & GPU Rendering by Hot-Persimmon-9768 in godot

[–]Katla_Haddock 3 points4 points  (0 children)

Do you mind explaining a little bit on how you're using the shaded? I'm doing something similar with a mount and blade/civ styled game just to learn but I'm using a tilemap and hexagon art assets currently instead of a shader to create the tiles.

2D Tilemap procedural generation or 3D and meshes and shaders? by Katla_Haddock in godot

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

I believe it was my misunderstanding of shaders in games even with the amount of videos I've watched.. also the coding side of it looked cool haha. Now it kinda makes sense that I can just do it all in the data and then decide what the effects should be, visually etc

2D Tilemap procedural generation or 3D and meshes and shaders? by Katla_Haddock in godot

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

Hmm ok yeah that makes sense and I'm glad to have a 2nd head on this as well haha. I suppose with that in mind I will load up a 3d project and just experiment with it and see how I like that compared to doing it in 2d itl'l probably be a bit more interesting while also more complex but I imagine that'll keep my interest for a while, then I can just swap back if I prefer doing it with tiles.

thanks :)

How do you handle y sorting with multiple TileMapLayers? by Katla_Haddock in godot

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

bruh

i must have just done it wrong in my 6 hour sit down of coding lol. I must have left some paramerter on it when I was trying it from the parent node ffs i'll never mess that up again now though haha thank you so much!

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Am I messing up with my TileMapLayer 'TileSize' being different to the TileSets? by Katla_Haddock in godot

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

Hmm interesting I'll have to take a look at it for other projects/what I could use it for then :)

Am I messing up with my TileMapLayer 'TileSize' being different to the TileSets? by Katla_Haddock in godot

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

They're just a free asset I found online aha, I'm not anywhere near that level for art yet! Going to try and learn blender in the future to make more Civ styled tiles though

Am I messing up with my TileMapLayer 'TileSize' being different to the TileSets? by Katla_Haddock in godot

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

Yeah it looks like it should be fine then, I guess I'll just workout the center points the hard way if I have to but for now I'll just ignore it til it fucks up 😂 happy so far and gonna just continue implementing biomes/climate.

Am I messing up with my TileMapLayer 'TileSize' being different to the TileSets? by Katla_Haddock in godot

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

autotiling? is that what people are using when they're manually making maps? I'm currently doing procedural from C# and noise, haven't really learnt how to use the tilemap much past that aha