fatihG
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Post by fatihG on Jun 29, 2016 4:40:24 GMT -6
fluffyquack That's awesome, cant wait to give it a go. Elfina Ashfield Thanks ill try it out later today! I played around with the scarf today, to try and figure out how they had set it up. ... got some pretty interesting results. Ill post a vid later today, found it quite amusing. Main reason I messed around with it was to try and get it to collide with parts of her body. Arms, legs and what not seem to get ignored. So it looks like that instead of using the data in the physics file, the data gets changed during run time. Which might be problematic for anyone trying to inject custom meshes for cloth. Basically the only way we would be able to do it is to have something that is similar to the current scarf, as in '2 tails'. Managed to get the scarf to look a bit more smooth though. The original for some reason had the scarf twisting in weird ways. Ill play around some more with the physics on stuff like that, try to see if I can inject some custom cloth elements, like a cape perhaps. The way it is set up currently is a bit weird though, so if I can not get it to work properly I'll try with Apex simulation. Apex should give better cloth physics but might be more difficult to set up.
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Dengojin
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Post by Dengojin on Jun 29, 2016 5:06:54 GMT -6
fluffyquack That's awesome, cant wait to give it a go. Elfina Ashfield Thanks ill try it out later today! I played around with the scarf today, to try and figure out how they had set it up. ... got some pretty interesting results. Ill post a vid later today, found it quite amusing. Main reason I messed around with it was to try and get it to collide with parts of her body. Arms, legs and what not seem to get ignored. So it looks like that instead of using the data in the physics file, the data gets changed during run time. Which might be problematic for anyone trying to inject custom meshes for cloth. Basically the only way we would be able to do it is to have something that is similar to the current scarf, as in '2 tails'. Managed to get the scarf to look a bit more smooth though. The original for some reason had the scarf twisting in weird ways. Ill play around some more with the physics on stuff like that, try to see if I can inject some custom cloth elements, like a cape perhaps. The way it is set up currently is a bit weird though, so if I can not get it to work properly I'll try with Apex simulation. Apex should give better cloth physics but might be more difficult to set up. So she became the scarf herself ?
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fatihG
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Post by fatihG on Jun 29, 2016 5:16:14 GMT -6
Dengojin not quite. The scarf is part of her skeleton, even though the mesh being a separate mesh. I simply set all the settings of the bones to be use the same settings as the scarf's bones, except for her hips. --edit-- While playing with the 'broken Miriam' I noticed that something you are unable to hit an enemy or get hit by one. This suggest that each bodypart could have a separate hit box. Which can be problematic if we are to modify it, because we are basically recreating the physics assets/hitboxes when we want to modify things like the scarf. 'Smooth Scarf' Mod
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fatihG
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Post by fatihG on Jun 30, 2016 0:51:00 GMT -6
Making some progress. Mainly trying to test a few things out before I go in 100%. Noticed that the hair models or any accessory for that matter is a skeletal mesh, just like Miriam's main body. Got hopeful and thought I should try to add physics to the hair, like on the scarfs, sadly this is not possible. It looks like all hair meshes will be static, at least for this demo. The Costumes that were shown off during Pax looked like they had pony tails and what not as well, so hopefully those will get animated/physics. Anyway inspecting the models, the face looks like it is rigged. So I think it is safe to say that we will get facial animations, to those that were wondering. However the bone count in the face is pretty low and it looks like only the mouth, eyebrows and eyelids will get animation at some point. So don't expect high quality facial animation. In fact it is pretty difficult to crate a decent smile with the current set up.
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fatihG
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Post by fatihG on Jun 30, 2016 1:43:42 GMT -6
Actually I lied...
Seems it is possible to inject some physics in custom models.
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Post by fluffyquack on Jun 30, 2016 15:23:13 GMT -6
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fatihG
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Post by fatihG on Jun 30, 2016 16:06:43 GMT -6
Did a quick tests, can confirm it is working. Thanks!
Ill be updating the first post in a few hours with the mods I made, making them compatible with the modmanager. Ill write up a quick guide on how to use the modmanager and install some mods.
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fatihG
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Post by fatihG on Jun 30, 2016 23:54:59 GMT -6
Alright! With fluffyquack 's modmanager now released and fully working, here are some steps for you guys to install some mods as well. - Download @fluffyquacks ModManager for Bloodstained: www.fluffyquack.com/temp/modman-bloodstained.rar
- Extract the Archive anywhere on your computer.
- Run modmanager.exe (make sure you have admin rights)
- In the main menu make sure you have Bloodstained selected. It should say Game: Bloodstained in the top button.
- Press the 'options' button. Next hit the 'Define game info' button.
- Change 'Current Game' to Bloodstained. Next change the install path to where you have Bloodstained installed (default location: C:\Program Files (x86)\Steam\steamapps\common\Bloodstained Ritual of the Night )
- Go back to the main menu. Hit 'Manage Mods', followed by 'Full mod list' and finally hit the 'Read game archives' button.
- Next you need to get some mods, create or download them.
- Navigate to where you extracted the ModManager and go to the following path: 'ModManager'\ Games\Bloodstained\Mods. Place your mods in this folder.
- Go back to the ModManager program, if you are still in the menu where you 'Read game archives', simply hit 'Refresh list' and all the mods should appear.
- Enable some mods and play the game!
I have updated the first post with download links to the mods I have made so far; Pure Miriam, Vampiric Miriam, Dark Vepar and Smooth Scarf.
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kipz
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Post by kipz on Jul 1, 2016 2:12:02 GMT -6
Everyone working on this -- especially fatihGThank you for all the hard work~ It all worked flawlessly on my end. I've been looking forward to trying this out!
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Post by fluffyquack on Jul 1, 2016 7:52:28 GMT -6
Uploaded a newer version: www.fluffyquack.com/temp/modman-bloodstained.rarThe difference is that it'll automatically read the game archives first time you go to install mods. You'll still need to do it manually if the game ever gets patched, which I doubt will ever happen with Bloodstained demo. Also, you can use this as an alternate way to package mods: www.fluffyquack.com/tools/PKGtool.rarInstructions: - Extract pgktool.rar anywhere. - Copy over mod directory to where pkgtool is. - Drag and drop mod directory onto pkgtool.exe - The resulting pkg file can be put into Bloodstained/mods directory.
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dragonkd
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Post by dragonkd on Jul 1, 2016 16:29:36 GMT -6
A Dragon is watching this post
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fatihG
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Post by fatihG on Jul 1, 2016 23:19:56 GMT -6
Nice, the PKGtool defnitely help make things feel it bit less cluttered.
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Rixuel
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Post by Rixuel on Jul 2, 2016 10:44:46 GMT -6
just curious, can you make a new area with the mods?
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fatihG
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Post by fatihG on Jul 3, 2016 5:43:43 GMT -6
Oooh... Though one.
I know some people managed to mod some background in other UE4 based games like SFV. However in SFV you could not interact with the stages, its basically a floor and 2 walls on either side.
Not sure if we could create our own levels. I certainly do not know how to go about doing anything like that. The only thing I know how to mod in a UE4 based game is models and textures.
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Post by icyberg on Jul 4, 2016 14:54:18 GMT -6
I was going to request if someone could make a mod that would disable the ship from moving in the background, I have a partner who wants to try the game but the ship moving causes motion sickness for her.
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WindsOfOsiris
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Post by WindsOfOsiris on Jul 4, 2016 15:33:34 GMT -6
Wow i really like the vampire skin mod, wonder if this will be in the steam workshop.
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kipz
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Post by kipz on Jul 4, 2016 16:42:44 GMT -6
I was going to request if someone could make a mod that would disable the ship from moving in the background, I have a partner who wants to try the game but the ship moving causes motion sickness for her. I think the level would have to be modified and repackaged for this to happen, not sure if its possible at this time... The ship drives me a little crazy but doesn't make me sick. Wow i really like the vampire skin mod, wonder if this will be in the steam workshop. These are only temporary mods for the demo from what I understand, and we will have to wait for the official release to start the process over again since they could change many things. fatihG and fluffyquack can tell you how all this stuff works, since this is their realm of expertise.
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fatihG
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Post by fatihG on Jul 5, 2016 10:40:41 GMT -6
I was going to request if someone could make a mod that would disable the ship from moving in the background, I have a partner who wants to try the game but the ship moving causes motion sickness for her. I think the level would have to be modified and repackaged for this to happen, not sure if its possible at this time... The ship drives me a little crazy but doesn't make me sick. Wow i really like the vampire skin mod, wonder if this will be in the steam workshop. These are only temporary mods for the demo from what I understand, and we will have to wait for the official release to start the process over again since they could change many things. fatihG and fluffyquack can tell you how all this stuff works, since this is their realm of expertise. I doubt it is the ship itself that is moving. If that would have been the case, than jumping and stuff would get messed up mid air because the ship is moving. The physics of her scarf for example isnt getting affected by the 'ship moving' either. It is probably just the camera that moves. And if this is the case, I literally have zero idea how to go about doing this as it is probably being done in a blueprint (code). At the moment the these are unofficial mods, so I doubt it would work with something like steam workshop. Basically the developers would need to go out of their way to support something like that, which I doubt will happen. Fluffy might need to do some updating on his tool to make it compatible with the final release of the game. And unless they make significant changes to the way they have these assets set up I might need to redo some stuff. But content wise I think it would just be moving stuff around if things change.
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XombieMike
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Post by XombieMike on Jul 5, 2016 10:53:25 GMT -6
Jump slashing works differently on the boss at the bow of the ship probably due to the rocking of the ship. I would imagine the rocking effect is just a camera trick, but if it really affects that fight, the ship could actually be moving.
The only thing I can recommend at this time is dramamine.
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kipz
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Post by kipz on Jul 5, 2016 15:19:07 GMT -6
Jump slashing works differently on the boss at the bow of the ship probably due to the rocking of the ship. I would imagine the rocking effect is just a camera trick, but if it really affects that fight, the ship could actually be moving. The only thing I can recommend at this time is dramamine. I want to agree and say the ship actually moves for the boss fight, I think this happens because its a separate single room and because of Vepar's attack where he pushes the boat down that actually shifts the boat since you can slide off the left side of the map into a black screen of doom. I do believe the rest of the ship is camera jiggle, when I started working on the TAS I noticed you get can get stuck on the stairs for a few frames during backdash if the stairs begin to collide upwards with the backdash animation, and that you can do the jump slash bug during certain frames the same way on the Morte Cannon and Dullahammer too, so I'm starting to think the jump slash isn't really the bug, but the camera rolling makes the game confused when you micro-jump so it doesn't quite know to register if you are standing or jumping so you get multiple attack frames regardless of the weapon, its just easier to reproduce with the Long Sword since it lingers on screen longer than the default kick animation.
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