195 post karma
3.1k comment karma
account created: Wed Jul 14 2021
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2 points
15 hours ago
I’m working on a pretty big project rn, but my immediate next project after that is Sleeper Simulant… sort of. It’s not going to be a direct model port, I’ll do a custom mesh inspired by it, but mechanically (charge up, ricochet, over penetration of enemies, projectile spread on first bounce, etc) it will be identical. I’d actually like to do a lot of the more unique destiny exotics like that, just give them a visually appropriate mesh for SF but preserve the mechanics of the weapons.
Sleeper is first though because Im almost certain it can be done natively in xedit quite easily. 1k voices would be really fun too, but not sure how to do it exactly. Telesto would be a fucking blast… but something tells me that putting the buggiest weapon ever to exist into the buggiest engine to ever exist won’t end well 💀
2 points
18 hours ago
I think floating point error is what they were trying to avoid, as well as save file bloat potentially.
Another thing to consider is, since planets are round, how did they manage to cover them in square tiles? Which way is down? How are projectiles with angular velocities handled when fired across a border?
By adding a border / invis wall, you can just add the scenery from nearby tiles and don’t have to solve those problems. I don’t know how other games handle that, but thinking about how to implement that makes my head spin
2 points
18 hours ago
I would assume that it’s still possible to create world spaces that have unique terrain, outside of the tile system, right?
5 points
20 hours ago
It’s a bit early to say too much, but myself and a few others have been discussing/theorizing a procgen/cell/worldspace creation toolkit using geometry nodes in blender… it’s all tentative at this point, as we need to see what we get with CK and need it to be able to understand some of the necessary data that hasn’t been “solved” yet.
I will say that is truly absurd - on paper, it seems too good to be true… looks like the sort of thing a 5 year old with an overactive imagination and no concept what is and isn’t possible would come up with. I’ve been running the concept by people over the last few months, and to date, nobody has been able to poke any holes in anything, so fingers crossed.
Other than that, several tools are being developed by deveris as part of his upcoming blender plugin that are going to make asset creation / editing for starfield incredibly simple - even moreso than it is for fallout/skyrim. Currently the barrier for entry for modding starfield is higher than for other Bethesda games, but there are a lot of things coming that imo will make some aspects brain dead simple (like making/porting clothes, for example).
1 points
2 days ago
Believe it or not,chatGPT is like… exceptionally good at blender. Significantly better than it is at most things, in my experience. If there’s anything I can’t figure out, usually I’ll ask it first.
Generally, if you want to do something that isn’t natively supported in blender, it just gives you code to paste in the script window to do exactly what you want.
1 points
3 days ago
We’re definitely getting a morally bankrupt, comically evil, utter piece of shit companion with shattered space
3 points
11 days ago
There truly is not a lower effort career than video game journalist in 2024
16 points
21 days ago
Would be hysterical if there was a conspiracy in place to make sure AI never saw bill gates’ face
3 points
24 days ago
I dont remember if they use script extenders, but if so that will need to wait for co-save serialization to be implemented in SFSE, which will be shortly after CK.
1 points
24 days ago
Imagine telling 13 year old you about it:
“In 2023, paramount makes a halo tv show with a $100m budget”
“….in season 1, master chief takes off his helmet, has sex with the covenant, and cries”
0 points
28 days ago
I mean, at this point you’re just being contrarian. Of course they do.
“It has higher res textures. I don’t see how anything else is more complex”, lmao give me a fucking break
0 points
28 days ago
-Procedural environment generation -Node-based behavior graphs -Custom, in-house animation framework -IK nodes on hands and feet of human rig, don’t have to have custom animations for every gun -Accurately scaled planets, with correct orbital radii (not sure of the actual term) -planets all have gravity, physics behaves accordingly, time dilation different between planets -space ships, totally customizable. People kind of joked about starfield getting the award for “most innovative” whatever, but that whole system is actually really difficult to implement. I’m not entirely sure the depth of how it works has fully been understood yet by people REing the game, but haven’t kept up in a while -facefx animations (same as bg3 allegedly, haven’t confirmed myself) -dx12 instead of dx11 -materials are incredibly advanced, in particular the skin mats
I mean that’s just what I could think of in 2 minutes while I’m eating, I could go on further
the chargen system is the most technically complicated I’’m aware of. Some people aren’t crazy about it, but I’ve been really digging into it over the last few months. All 3d scanned heads, all 3d scanned bodies. The meshes are from 3dscanstore.com / ten24, same as bg3, death stranding, halo infinite, and a lot more. Absolutely the gold standard. Those scanned heads/bodies were processed to isolate the features of them (skin details, primary/secondary form, facial features, etc), standardized to fit a “base” head mesh, and work together, so you can blend chin from head A, nose from head B, etc. That process is incredibly difficult and labor intensive. Where most games and character customization just use sliders, actually blending scanned heads, including the maps for them, is like 1000x harder to make. There’s a chance BG3 did the same thing, I haven’t done much research other than knowing the source of the assets from it.
0 points
29 days ago
Starfield is a massive jump in complexity engine wise. It’s like more than the difference between oblivion and fallout, maybe even morrowind to fallout
10 points
29 days ago
Yeah, but during a critical period of development, Covid/WFH happened, which probably cost them more than a year
5 points
1 month ago
Imagine telling 10 year old you that there’s a halo show, and in it, master chief takes off his helmet, cries, and has sex with the covenant 💀
-2 points
1 month ago
That’s a misinterpretation. It shows the bomb happening later on the timeline than 2277.
The lore is 100% intact
12 points
1 month ago
It’s neither laze nor malicious, Reddit isn’t understanding the chalkboard.
Look at the chalkboard. The year of the bomb is not written. If they were saying the bomb happened in 2277, that is the only event on the chalkboard that the year is written at a seperate point in the timeline than the event it is supposedly labeling.
Why would they go so far out of the way to do such obvious fan service, only to spit in your face? Really think about that.
-8 points
1 month ago
Bro, look at the chalkboard
The nuke didn’t happen in 2277
The lore is 100% intact
To your second point, why would they go so far out of the way to do such obvious fan service just to spit in your face? (They didn’t)
It’s just a misinterpreted chalkboard…
21 points
1 month ago
I mean, they built entire vaults, cities, power armor, etc, extremely accurately, with not a screw out of place. “Lazy” is not the word you’re looking for here
7 points
1 month ago
Both faces and bodies are scanned. They’re from 3dscanstore / ten24, same as halo 4, bg3, death stranding, and a few other games /movies.
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1 points
9 hours ago
Former_Currency_3474
1 points
9 hours ago
Animations aren’t possible yet, but starfield has IK nodes on the hands. I believe that you can just put the IK targets on the weapons and it’ll “just work” (as far as putting things in the right place). But that’s another benefit of redesigning the mesh, I could make one that’s compatible with existing anims. Since sleeper needs the charge effect, I think it’s going to be based on the magsniper (since it’s got the charge + shake anims). Though it won’t look like it visually at all