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Post by Hylian on May 9, 2017 6:08:47 GMT -6
If you are planning on making mods with the UE4 engine as well, be sure to get the 4.11 version, as the game is being made with 4.11. That's the version they used for E3 last year, but they'll most probably update to a more recent version. The lowest version they'll be able to use is 4.15, since that's when support for the Nintendo Switch was added.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on May 9, 2017 7:52:47 GMT -6
If you are planning on making mods with the UE4 engine as well, be sure to get the 4.11 version, as the game is being made with 4.11. That's the version they used for E3 last year, but they'll most probably update to a more recent version. The lowest version they'll be able to use is 4.15, since that's when support for the Nintendo Switch was added. Yep, that's what I expect. Sooner or later, they'll get around to switching (no pun intended) it to 4.15.
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fatihG
Devil Forgemaster
Fifty Storms
I am the morning sun, come to vanquish this horrible night!
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Post by fatihG on May 9, 2017 18:42:13 GMT -6
Yeah I imagine they will update at some point.
From my own experience though, you usually stick to the version you start the project with. But with the Switch support being added they might very well go with 4.15. Since UE4 is open source, they could potentially stick with 4.11 and add the switch support portion to their source code.
Similar to what they were planning on previously, with adding Wii U support their selves.
But we'll have to wait and see. =]
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BalancedHydra
Pillow Weapon Advocate
Master Alchemist
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Post by BalancedHydra on May 9, 2017 18:49:19 GMT -6
Still a ways to go but.. its something! =] Hello Frilly McPoofy Hair
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Lestaroth
Wall Mac Hunter
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[TI0]I have returned. Also find me in the credits!
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Post by Lestaroth on May 10, 2017 0:05:56 GMT -6
fatihG Hey to you... So it's what you did in the end, after showing us Miriam in a pink dress and all. I totally approve of this mod!
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fatihG
Devil Forgemaster
Fifty Storms
I am the morning sun, come to vanquish this horrible night!
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Post by fatihG on May 10, 2017 2:04:22 GMT -6
Another quick little update. At this point anything that I am doing, model wise are just quick little tests. They will be redone/updated so they are higher quality.
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purifyweirdshard
Administrator
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Calling from Heaven
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Post by purifyweirdshard on May 10, 2017 9:40:41 GMT -6
Wow, that looks great.
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Post by CastleDan on May 10, 2017 9:42:59 GMT -6
Does anyone else think that the scarfs in the game since they change appearance it might mean we will get other items like capes as well? Or do you think scarfs will be the only aspect that changes in that sense?
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on May 10, 2017 10:49:06 GMT -6
Does anyone else think that the scarfs in the game since they change appearance it might mean we will get other items like capes as well? Or do you think scarfs will be the only aspect that changes in that sense? Well, the demo does list " SCARF" as its own equipment slot. That may depend on whether Capes would be considered "accessories", perhaps (in Miriam's case). IF Gebel or Alfred are playable characters (outside of their likely Boss Revenge appearance), I'd like to see those two having a separate "CAPE" equipment slot.
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BalancedHydra
Pillow Weapon Advocate
Master Alchemist
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Post by BalancedHydra on May 10, 2017 11:56:06 GMT -6
IF Gebel or Alfred are playable characters (outside of their likely Boss Revenge appearance), I'd like to see those two having a separate "CAPE" equipment slot. Assuming they even get an equipment screen to begin with.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on May 10, 2017 12:50:37 GMT -6
IF Gebel or Alfred are playable characters (outside of their likely Boss Revenge appearance), I'd like to see those two having a separate "CAPE" equipment slot. Assuming they even get an equipment screen to begin with. Yeah, I'd hope that the 2nd & 3rd playable characters in the main campaign will have equipment screens of their own.
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fatihG
Devil Forgemaster
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I am the morning sun, come to vanquish this horrible night!
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Post by fatihG on May 10, 2017 13:31:43 GMT -6
Does anyone else think that the scarfs in the game since they change appearance it might mean we will get other items like capes as well? Or do you think scarfs will be the only aspect that changes in that sense? I wouldn't get my hopes up for capes for Miriam. The way it was set up in the demo; Bone based approach. each piece has its own Bone chain. The bones of the Scarf are actually part of the main Miriam skeleton. It could be possible though. They could use the Apex cloth system in UE4, which tbh will give the best results. Another way is to have the scarf/cape itself have a custom skeleton that ties into the main skeleton. Similar to what I did a while ago with the hair test I made to get some physics working on the hair. That way they can give the cape a more complex skeleton/bone setup. I haven't actually tried to use any of UE4s apex cloth before... Maybe it'd be a nice little test for the Vampiric Miriam mod. edit- The item for the scarf is actually called 'Muff' as opposed to the item on the heads which are more generally called 'head', 'eye', etc. I haven't seen any of the 'customization' promo images show anything related to the scarfs either. So they probably are treated like the body, simple colour/texture changes. So if I had to take a guess based on that I would say the scarfs equipment will just be scarfs. Perhaps different designs could be possible. Like shorter scarfs and what not. I am on mobile right now so not going to bother with typos. will edit this when I get back home. Save
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LeoLeWolferoux
Wielder of Emptiness
Fifty Storms
[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on May 10, 2017 23:03:32 GMT -6
IF Gebel or Alfred are playable characters (outside of their likely Boss Revenge appearance), I'd like to see those two having a separate "CAPE" equipment slot. Assuming they even get an equipment screen to begin with. Sadly not the case for our lovely Stella and Lorreta~
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Post by CastleDan on May 11, 2017 8:20:25 GMT -6
You kinda wonder if there will be capes though because if Zangetsu is a playable character he kinda has something LIKE a cape. If they have to animate that, why not other objects? ( wishful thinking )
Here's hoping the other characters animate well, the one thing I disliked about many of the extra playable characters was that they were so stiff and bad looking when you played as them.
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fatihG
Devil Forgemaster
Fifty Storms
I am the morning sun, come to vanquish this horrible night!
Posts: 313
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Post by fatihG on May 11, 2017 15:45:04 GMT -6
Yeah, all I am saying is that Miriam doesnt look like she has been set up to have stuff like capes. Whatever they are doing with the other characters, we have no idea.
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fatihG
Devil Forgemaster
Fifty Storms
I am the morning sun, come to vanquish this horrible night!
Posts: 313
inherit
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Post by fatihG on May 11, 2017 19:02:23 GMT -6
Well having a cape is definitely possible. Not sure if it is possible to get that cape in the artstyle of Bloodstained though.
The cape currently is just a flat plane. The Bloodstained style requires the model to be thick, and a separate model that wraps around it to create the outline.
The sudden movements mess up the cape as well, when quickly turning left/right. This might be because I couldnt be bothered setting up a collisions properly, the head is missing a collision shape. So with more tweaking it might work better. =] I might do some more tests at some time.
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Post by ghostpepper on May 11, 2017 23:24:22 GMT -6
Man,i don't show up here too often anymore due to just waiting for major updates but something drew me in and you did not disappoint. Really looking forward to more and hopefully even after release as well. Keep up the great work!
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exalt9
Loyal Familiar
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Post by exalt9 on May 19, 2017 6:57:00 GMT -6
Are most mods expected to be on the Windows port and not Mac or Linux?
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Post by CastleDan on May 19, 2017 8:08:55 GMT -6
Yeah, all I am saying is that Miriam doesnt look like she has been set up to have stuff like capes. Whatever they are doing with the other characters, we have no idea. Well having a cape is definitely possible. Not sure if it is possible to get that cape in the artstyle of Bloodstained though. The cape currently is just a flat plane. The Bloodstained style requires the model to be thick, and a separate model that wraps around it to create the outline. The sudden movements mess up the cape as well, when quickly turning left/right. This might be because I couldnt be bothered setting up a collisions properly, the head is missing a collision shape. So with more tweaking it might work better. =] I might do some more tests at some time. Very cool. I'm just curious how what they're going to do with it. Will every item like the scarf be a scarf in the game? So there won't be any other material names? Just scarfs? It'd be weird if you can equip and unequip the scarf and it changes the visual but if you got something named cape and it didn't show a cape. Wouldn't it? It's just something I'm wondering about. If the game only has SCARFS, just like SOTN only had capes that would change everything.
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fatihG
Devil Forgemaster
Fifty Storms
I am the morning sun, come to vanquish this horrible night!
Posts: 313
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Post by fatihG on May 19, 2017 20:03:51 GMT -6
Are most mods expected to be on the Windows port and not Mac or Linux? I am not aware of any modding tools for Mac or Linux. It might be possible if the files are 'cross platform'. As in the .uassets are the same on Windows as Mac/Linux. But since there probably is no mod manager for Mac/Linux, what one would need to do is unpack the game files first and 'install' the mods manually. (litterally overwrite files in the game's directory) Problem with that is that you need to unpack the files... I am not aware of an unpacker for Mac/Linux. But if the .uassets are the same on Windows as Mac/Linux, someone could upload the unpacked windows files. But that might be a gray area. Yeah, all I am saying is that Miriam doesnt look like she has been set up to have stuff like capes. Whatever they are doing with the other characters, we have no idea. Well having a cape is definitely possible. Not sure if it is possible to get that cape in the artstyle of Bloodstained though. The cape currently is just a flat plane. The Bloodstained style requires the model to be thick, and a separate model that wraps around it to create the outline. The sudden movements mess up the cape as well, when quickly turning left/right. This might be because I couldnt be bothered setting up a collisions properly, the head is missing a collision shape. So with more tweaking it might work better. =] I might do some more tests at some time. Very cool. I'm just curious how what they're going to do with it. Will every item like the scarf be a scarf in the game? So there won't be any other material names? Just scarfs? It'd be weird if you can equip and unequip the scarf and it changes the visual but if you got something named cape and it didn't show a cape. Wouldn't it? It's just something I'm wondering about. If the game only has SCARFS, just like SOTN only had capes that would change everything. Yup. Well at the moment they could potentionally have anything that is 'Scarf-like'. Anything that has the shape of strands coming out of her back. For example, 2 metal chains, lifeless ('cause physics) monster arms, ribbons, giant USB cables, centipedes, dragons, etc. etc. Depends on how 'outside of the box' they are thinking. That being said, my cape mod shows it is possible. But the game files clearly show that it has not been designed to be used like that. Unlike the hair, head, eye, etc. object the Scarf if actually using the main body's skeleton as well. Whereas things like the hair object have a single joint called 'head' which gets attached to a socket on the main body's skeleton. Because of that it is not as easy to drastically change the skeleton of the scarf, as it will affect the main body as well. This is different for the hair and what not as it is easy to add extra joints to the 'head' parent joint, like I did in the past to test adding phsyics to hair and what not. So again depend on how they have designed their systems and how 'outside of the box' they can think. Save
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