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Post by CastleDan on May 19, 2017 20:13:49 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. 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. SaveSo question. Do you think there's a possibility for full costume changes in the game? Like kind of like Pure Miriam but find-able get ups.
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fatihG
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Post by fatihG on May 19, 2017 20:56:33 GMT -6
I'm not sure to be honest.
Could be possible but I haven't seen any equips for the body itself.
They did talk about customizations before and it did show different colours of the main costume. However, it looked like just that, a different colour for the same model.
Kinda like what I am doing with my mods.
I think a 'full costume' will basically be a set of equipment. Like Pure Hair + Pure Head accessory + Pure Boots, etc. However the curious thing with this is that the shoes are actually weapons. And unequipping any footwear results in getting Miriams default boots. So I am not sure how they would go about that.
Anyway right now it is just speculating on my part. If they wanted they could do an entire model swap. And the stuff that we saw in last years demo could very well be completely different now. They could very well add a new menu that just deals with visuals, not stat bonuses. For example different hair styles, different clothes, different boots(non weapons) Or the boots could very well be part of the body, and the default would be whatever is equipped to that particular body, so it doesn't interfere with the footwear weapons.
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Post by CastleDan on May 19, 2017 23:04:28 GMT -6
I'm not sure to be honest. Could be possible but I haven't seen any equips for the body itself. They did talk about customizations before and it did show different colours of the main costume. However, it looked like just that, a different colour for the same model. Kinda like what I am doing with my mods. I think a 'full costume' will basically be a set of equipment. Like Pure Hair + Pure Head accessory + Pure Boots, etc. However the curious thing with this is that the shoes are actually weapons. And unequipping any footwear results in getting Miriams default boots. So I am not sure how they would go about that. Anyway right now it is just speculating on my part. If they wanted they could do an entire model swap. And the stuff that we saw in last years demo could very well be completely different now. They could very well add a new menu that just deals with visuals, not stat bonuses. For example different hair styles, different clothes, different boots(non weapons) Or the boots could very well be part of the body, and the default would be whatever is equipped to that particular body, so it doesn't interfere with the footwear weapons. I imagine with the next demo you may have a better idea about all of this.
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Enkeria
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Post by Enkeria on May 20, 2017 18:21:30 GMT -6
Could we please have an official Modding Community and be allowed to have it for Bloodstained?
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Post by XombieMike on May 20, 2017 23:23:53 GMT -6
What do you mean by official? If modding becomes available for the release version of the game, I will certainly create a forum category for it.
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Post by exalt9 on May 21, 2017 6:01:10 GMT -6
I see.
So if I want to play with mods, I need to play the Windows version?
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Post by Enkeria on May 21, 2017 8:02:52 GMT -6
What do you mean by official? If modding becomes available for the release version of the game, I will certainly create a forum category for it. Official: The game supports the very thought of Mods, adding an ingame option for us to import mods. Unofficial: The game might support the thought of Mods, but have no ingame option and we need manually operate and change important files. I would like either way, since I am a PC user. But having a list of different on/off on characters, weapons, and more would make the game grow somewhat, perhaps even give the users a way for IGA to get interested in making DLCs or an expansion, perhaps a new Bloodstained (2) in the future. It really is up to the developers how they want this. Unofficial could also mean that they really do not like us to fool around with files, making dumb things with it, like hacking, exploiting and/or add explicit and nudity into the game. This is why Official would actually benifit for modding, having an official community that actually confirm mods as "ok" before ending up in the game across all platforms. I see. So if I want to play with mods, I need to play the Windows version? Not if its official, then it is on all platforms. But I doubt they will officially support this as an feature :/
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Post by XombieMike on May 21, 2017 8:22:36 GMT -6
Mods will not be official. We will be lucky if the final version is as open to hack as the demo was.
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Post by Enkeria on May 22, 2017 5:07:34 GMT -6
Mods will not be official. We will be lucky if the final version is as open to hack as the demo was. As expected. Not every developers want to "give up on their baby" and let others mod and change away as they see fit. But I wonder what the game could had offer if mods had support, or itself being official with controled environment / features. I will pitch this idea for sure, if a second Bloodstained is made in the future. Early on..
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fatihG
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Post by fatihG on May 22, 2017 19:02:52 GMT -6
Yeah, I doubt we will get any official support for modding. It will be more like them turning a blind eye I think. While UE4 offers mod support, I doubt the ArtPlay/Inti guys will do anything with it. It hasn't been stated in their kickstarter or any updates as far as I know. But I agree, if there was official support for modding this game, it would open up many possibilities for people that aren't straight up game dev's to realize some of their ideas and what not. CastleDanI checked out the new Zangetsu model. This model doesnt seem to be using the Apex Cloth system that Unreal supports. The cloth on his waist seems to be animated using traditional means (skeletal animations). So with that in mind I think it is highly unlikely for the scarf to be anything other that 'rope' shapes. There is a possibility that they could modify the skeleton of Miriam, so that the Scarfs ae set up similar to the hair, head, etc. pieces. (Them having their own skeleton and being attached to the main body) But this could be a risky move on their part as modifiying the skeleton could mean messing up the animations. So again I think it is unlikely for them to change anything to the way the character has been set up.
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Post by CastleDan on May 22, 2017 21:10:08 GMT -6
Yeah, I doubt we will get any official support for modding. It will be more like them turning a blind eye I think. While UE4 offers mod support, I doubt the ArtPlay/Inti guys will do anything with it. It hasn't been stated in their kickstarter or any updates as far as I know. But I agree, if there was official support for modding this game, it would open up many possibilities for people that aren't straight up game dev's to realize some of their ideas and what not. CastleDan I checked out the new Zangetsu model. This model doesnt seem to be using the Apex Cloth system that Unreal supports. The cloth on his waist seems to be animated using traditional means (skeletal animations). So with that in mind I think it is highly unlikely for the scarf to be anything other that 'rope' shapes. There is a possibility that they could modify the skeleton of Miriam, so that the Scarfs ae set up similar to the hair, head, etc. pieces. (Them having their own skeleton and being attached to the main body) But this could be a risky move on their part as modifiying the skeleton could mean messing up the animations. So again I think it is unlikely for them to change anything to the way the character has been set up. Oh well, I still dig that we will get a bunch of different scarfs most likely. My only issue with the scarfs is they're really narrow compared to a cape, so you they can't really put much noticeable details or points of interest in the designs. Still pumped regardless.
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Post by Enkeria on May 23, 2017 8:00:35 GMT -6
Color palettes are welcome too for items, clothes and more. I guess that is possible even if the structure is like "skeleton" and not the apex cloth system? And with no modding in Bloodstained, it would be nice to include it in the future if an expansion or second game is made.
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Post by fatihG on May 23, 2017 14:55:55 GMT -6
Color palettes are welcome too for items, clothes and more. I guess that is possible even if the structure is like "skeleton" and not the apex cloth system? And with no modding in Bloodstained, it would be nice to include it in the future if an expansion or second game is made. Yeah colour changes is just texture changes. Has nothing to do with the skeletal meshes. It looks like they go the 'expensive' route filesize wise. As in a unique texture for any colour changes. They couldve saved theirselves some work if they had used a shader based colorization system.
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Post by Elfina Ashfield on Jun 15, 2017 4:50:11 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. Cute! Dat striped stockings lol!
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Enkeria
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Post by Enkeria on Jun 15, 2017 5:03:48 GMT -6
They couldve saved theirselves some work if they had used a shader based colorization system. Do they know about that feature / effect then? Is it too late to give them advice? Hehe.
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fatihG
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Post by fatihG on Dec 23, 2017 2:17:05 GMT -6
Tried to replicate the shader set up they have in the game as well a bit. Not 100% the same but it gives me close enough preview of how it will end up in the game. Finished with the main costume, started working on a weapon change as well. Went a bit crazy on the hair, it has more than double the amount of polygons as the original hair model. Completely forgot the the outline effect basically doubles the geomtery. But this should not be too big of a deal. Will probably create a quick video and release the mod once the weapon is done as well.
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Post by Busterific on Dec 23, 2017 5:32:59 GMT -6
How much of the model detail comes from polygons vs skinning? I would find it interesting to see what the unskinned mesh looks like.
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fatihG
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Post by fatihG on Dec 23, 2017 6:33:43 GMT -6
Ill take a screenshot of the untextured model when i get back home later tonight.
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Enkeria
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Post by Enkeria on Dec 23, 2017 6:37:44 GMT -6
Ill take a screenshot of the untextured model when i get back home later tonight. Point me to right direction so I can learn this stuff.
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fatihG
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Post by fatihG on Dec 23, 2017 7:14:30 GMT -6
Ill take a screenshot of the untextured model when i get back home later tonight. Point me to right direction so I can learn this stuff. Ill try to do a 'tutorial' video or stream later this week. I guess a stream would be handy if you have questions and what not. However if you literally have no idea where to start a simple vid with steps is probably best. Its been a while since I did everything from scratch, but ill try to show how to get everything up and running, what tools you need, etc. Some things can get technical and you might need some 3d application knowledge if you want to do model swaps, however if you are just interested in texture swaps all you really need is an image editing app.
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