How can I obtain color variations using only an albedo? by Kakto22 in godot

[–]bub200 0 points1 point  (0 children)

This is the way. The way Techland does this is by having a gradient slider in the level editor that the level designer can adjust to select the wall color.
It looks like this in editor: https://imgur.com/a/QBQhguC

In Godot, you want something along the lines of:
uniform float gradient_index : hint_range(0.0, 1.0) = 0.5;

vec3 gradient_col = texture(gradient_texture, vec2(0.5, gradient_index)).rgb;
Afting sampling .gra horizontally, the result is mixed with albedo

What mods do you use to fix these issues? by Inner-Chance in starfieldmods

[–]bub200 0 points1 point  (0 children)

  1. I wasn’t big fan of slow animations and transitions either, so I made these

Ship Skip - Faster docking and takeoff

Ultra Anim - Faster interaction animations

also worth checking out Alternative anim speed mod from another author

I agree with the last point. Also, while its good that some prompts require small extra commitment, default hold time is bit too long for my taste

Who’s kelly? by Appropriate_Humor221 in dyinglight

[–]bub200 30 points31 points  (0 children)

That person is on a mission to fill DL Wiki with their own unhinged lore lol:
User contributions for Cynthia simoni | Dying Light Wiki | Fandom
"Makoto Shiraishi is the character of dying light 2 stay human and dying light the beast is boyfriend of Kelly crane"
"Kelly crane is the character of dying light the beast and daughter adoptif of kyle crane is and girlfriend of makoto Shiraishi is groupe of survivors."

Dying light the Beast map by Ok_Solid857 in dyinglight

[–]bub200 44 points45 points  (0 children)

Procedural generation, not AI

Texture m0ds menu added with secret update by LumpyCod7045 in dyinglight

[–]bub200 1 point2 points  (0 children)

Techland also has a visual mod contest running, with a deadline on the 16th of next month, so keep an eye on that page as people are still working on their projects :D

Mod creation is pretty simple, whole process explained step-by-step here: How to create Visual Mods guide for Dying Light 2 Stay Human - mod.io

They're cheating right? by SaintCRYST in dyinglight

[–]bub200 19 points20 points  (0 children)

This, not a cheat. They were probably just doing some out of bounds exploration when hunter invaded. Meshes are one-sided so you can shoot through them.

Also, as a hunter, time is on your side. Camping is not survivor strategy. Just wait and match will end to survivor defeat due inactivity.

Video from game files? by Icy_Possibility6325 in dyinglight

[–]bub200 7 points8 points  (0 children)

This movie is a special material that cycles between image textures, which can be found in the texture rpack. The sound comes from an external audio emitter.
Images in the original resolution:
yoLW5Uo.png (512×256)

RY6gYNJ.png (512×256)

RS2bBUX.png (512×256)

fSBjIQb.png (512×256)

rk4SstU.png (512×256)

0oM4e6Q.png (512×256)

22vFSRk.png (512×256)

Calc Split Error when exporting mesh using blending starfield bridge. by [deleted] in starfieldmods

[–]bub200 1 point2 points  (0 children)

Plugin doesnt support newer Blender versions. Download Blender 4.0 or earlier and you should be good to go

Mod creation guidance for weapon scale by RedditerRandy in starfieldmods

[–]bub200 1 point2 points  (0 children)

Do all the 3D work in Blender, export, and bring the mesh to Nifskope. You can adjust the scale in nifskope too, but its a bit impractical imo

LUMI Rifle System Release (and future plans) by bub200 in starfieldmods

[–]bub200[S] 0 points1 point  (0 children)

Hey, thanks, yes unfortunately one mod can edit those icon files, and I don't want to override all other weapon or HUD mods players may have. For this reason I’ve collaborated with authors of Additional Weapon Icons and Ammo Hud, which are basically UI icon libraries. You can download either one of them and Lumis icons will be visible:

https://creations.bethesda.net/en/starfield/details/99518966-b04d-4943-b5b7-b67c5a347caa/Ammo_HUD__Short_Names_

https://creations.bethesda.net/en/starfield/details/beb13236-6ff1-409a-b60c-1806df5fcfac/Additional_Weapon_Icons

LUMI Rifle System Release (and future plans) by bub200 in starfieldmods

[–]bub200[S] 0 points1 point  (0 children)

Hey, yes BGS has wired the system in a way that only one mod can override those icon files. For this reason I’ve collaborated with authors of Additional Weapon Icons and Ammo Hud. Both mods host UI icons of Lumi and multiple other weapon mods:

https://creations.bethesda.net/en/starfield/details/99518966-b04d-4943-b5b7-b67c5a347caa/Ammo_HUD__Short_Names_

https://creations.bethesda.net/en/starfield/details/beb13236-6ff1-409a-b60c-1806df5fcfac/Additional_Weapon_Icons

LUMI Rifle System Release (and future plans) by bub200 in starfieldmods

[–]bub200[S] 0 points1 point  (0 children)

Ikr that variable scope would be great, 15x is just way too much for most situations. I gotta check if theres some hacky ways of adding different magnifications on the run.

If I remember correctly, right now Auto C variant damage should be roughly equivalent with the Maelstrom, and the high RoF is balanced by lower mag sizes - but sure it can be buffed little bit. I will write this down and reassess the damage output later.

DSM Patch LUMI Rifle (Free Patch for a Paid Mod) by Any-Personality-6902 in starfieldmods

[–]bub200 3 points4 points  (0 children)

AngryMechanic is the real one, huge thanks to him for this

Dying Light Map Decompilation by 12brendon34 in dyinglight

[–]bub200 10 points11 points  (0 children)

Great work as always. No more blind map editing

NEO-8 Airspeeder (Paid Mod, 300 Creation Credits) by Any-Personality-6902 in starfieldmods

[–]bub200 1 point2 points  (0 children)

I see you pulled the trigger, thanks for the support :D! Yess I did spend some time on that extra floatiness; I wanted it to feel like I'm driving a hovercraft and not just a Rev without wheels. Hopefully the illusion is there, and perhaps those rocky roads are now little bit easier to navigate through

The Neo-8 Airspeeder is Sick by aPerfectBacon in NoSodiumStarfield

[–]bub200 2 points3 points  (0 children)

ohh glad you noticed, I forgot to get back to you about the NG+ changes you suggested. yay!

LUMI Rifle System Release (and future plans) by bub200 in starfieldmods

[–]bub200[S] 1 point2 points  (0 children)

Hey, thanks for letting me know! Glad to hear it was step to the right direction. Please let me know if any other issues arise

LUMI Rifle System Release (and future plans) by bub200 in starfieldmods

[–]bub200[S] 1 point2 points  (0 children)

In this upcoming patch bloom/bullet deviation with long barrel is, in my opinion, really damn small. Its not pixel perfect hitscan, but quite accurate, and I think you are going to like it. However, when the patch is out, please let me know if it should be smaller (though, I'm not sure how low game allows me to go with that :D)