MF99K Posted October 13, 2017 Author Share Posted October 13, 2017 19 hours ago, Oozinator said: Right part, green button - clone/download. https://github.com/DerPopo/UABE/archive/master.zip https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor any idea where the sound files might be located? Link to comment Share on other sites More sharing options...
Oozinator Posted October 13, 2017 Share Posted October 13, 2017 1 hour ago, mf99k said: any idea where the sound files might be located? There are multitools to unpack multiple files at once, it seems, but i have no experience with that stuff. sharedassets0.assets.resS is big enough.. ^^ Here a *.resS extractor https://forum.xentax.com/viewtopic.php?f=33&t=10739&start=15 Link to comment Share on other sites More sharing options...
MF99K Posted October 13, 2017 Author Share Posted October 13, 2017 15 hours ago, Oozinator said: There are multitools to unpack multiple files at once, it seems, but i have no experience with that stuff. sharedassets0.assets.resS is big enough.. ^^ Here a *.resS extractor https://forum.xentax.com/viewtopic.php?f=33&t=10739&start=15 I honestly have no idea what i'm doing right now but it doesn't seem to be working Link to comment Share on other sites More sharing options...
Oozinator Posted October 14, 2017 Share Posted October 14, 2017 6 hours ago, mf99k said: I honestly have no idea what i'm doing right now but it doesn't seem to be working ^^ Sorry but i have no free brain capacity to look into, far away from things, i normally do, but interesting stuff. There are many ways to test.. UABE is looking, like it works. So far i understand, you have to extract the *.assets file not the corresponding *.resS file. Link to comment Share on other sites More sharing options...
MF99K Posted October 14, 2017 Author Share Posted October 14, 2017 3 hours ago, Oozinator said: ^^ Sorry but i have no free brain capacity to look into, far away from things, i normally do, but interesting stuff. There are many ways to test.. UABE is looking, like it works. So far i understand, you have to extract the *.assets file not the corresponding *.resS file. problem is, I don't know what the plugins are that he's using when he opens the plugins menu or where to download them. Know if there's a link to that? also I get an error that it's missing the database file and can't load the PVR tex lib Link to comment Share on other sites More sharing options...
Oozinator Posted October 14, 2017 Share Posted October 14, 2017 3 hours ago, mf99k said: .error .. PVR tex lib Tried you "Did you download UABE 2.1 first and then copy the 2.1d files in the 2.1 folder (overwriting existing ones)? " from https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor&p=633558&viewfull=1#post633558 Link to comment Share on other sites More sharing options...
DragonMage156 Posted October 14, 2017 Share Posted October 14, 2017 One day I'll understand all this XD Link to comment Share on other sites More sharing options...
MF99K Posted October 18, 2017 Author Share Posted October 18, 2017 all I really have so far is the layout, models, and HMD since I can't get splines or blueprints to work properly but I think it's coming together well enough mae is there for scale ref at the moment you can't really even see it but the texture on the computer screens is rrly good and it animates and like I only used nodes to make it move aah Link to comment Share on other sites More sharing options...
minespatch Posted October 18, 2017 Share Posted October 18, 2017 The aesthetic feels really sterile at the moment. It's charming and fascinating. Link to comment Share on other sites More sharing options...
DragonMage156 Posted October 18, 2017 Share Posted October 18, 2017 OOOOOHHHHHHH!!! 0.0 Link to comment Share on other sites More sharing options...
MF99K Posted October 29, 2017 Author Share Posted October 29, 2017 Quick update, been busy with general life chaos both good and bad but mostly bad: found someone who should be able to help me set up the motion controllers so the player has little gloved dupe hands still can't get the sobel edge to outline things by material/geometry still can't get splines to work without glitching and causing lag still trying to set up a blueprint for controller-based strafing movement My goal for this, even though I probably won't get the simulator to this point in terms of interactivity: pressing and holding top triggers to spawn multitool, using XY to switch tools, and lower trigger for using tool supercomputer interactivity desk toy physics that don't glitch functional charge bar for printing pod swapping dupe builds for ai ai that avoids hitting things oxygen??? Link to comment Share on other sites More sharing options...
Oozinator Posted October 29, 2017 Share Posted October 29, 2017 On 29.10.2017 at 10:04 AM, mf99k said: mostly bad: Good luck with that Link to comment Share on other sites More sharing options...
ImpactedTooth Posted November 12, 2017 Share Posted November 12, 2017 A normal based edge detection would probably give you the effect you are looking for. I didn't like any of the ones I tried, they tended to make double edges or look muddy. (I've attached one if you want to try it out yourself.) NormalBasedEdge.uasset You could also try drawing the black edges you want right onto the texture. I ended up doing that for a project a couple of years ago in addition to the sobel edge detection. I thought it worked out alright but it was kind of tedious. Link to comment Share on other sites More sharing options...
MF99K Posted November 20, 2017 Author Share Posted November 20, 2017 On 11/11/2017 at 10:53 PM, ImpactedTooth said: A normal based edge detection would probably give you the effect you are looking for. I didn't like any of the ones I tried, they tended to make double edges or look muddy. (I've attached one if you want to try it out yourself.) NormalBasedEdge.uasset You could also try drawing the black edges you want right onto the texture. I ended up doing that for a project a couple of years ago in addition to the sobel edge detection. I thought it worked out alright but it was kind of tedious. any idea how to set up the post process outlines to be based on distance? like the same normal and sobel edge but they get thinner the farther away you and other objects are since it seems to be the opposite right now Link to comment Share on other sites More sharing options...
ImpactedTooth Posted November 20, 2017 Share Posted November 20, 2017 16 hours ago, mf99k said: any idea how to set up the post process outlines to be based on distance? like the same normal and sobel edge but they get thinner the farther away you and other objects are since it seems to be the opposite right now Yes, I played around with it a bit and failed, but then I came upon this thread. I copied the nodes of the second image there and plugged that into where the paramsobelpixels scalar node goes in the sobel edge material. Here are the values I used, but you can play around with the distance scalar, and the line width min and max to try and get an effect you like. On the level I tested this on far away objects didn't have a top outline and just a thin side outline. Closer objects still have whole outlines but you could see a difference in their line thickness if one is farther away. Here is the file with it already set up as above. SobelEdgeMaterial_PP.uasset Link to comment Share on other sites More sharing options...
MF99K Posted November 30, 2017 Author Share Posted November 30, 2017 could I get some animated gifs of all the character select animations plz? Link to comment Share on other sites More sharing options...
DragonMage156 Posted November 30, 2017 Share Posted November 30, 2017 I'm not so sure we have those. I mean we have still poses/pictures but that's about it. You could look at videos or go in-game, Idk *shrugs* Link to comment Share on other sites More sharing options...
MF99K Posted December 3, 2017 Author Share Posted December 3, 2017 @ImpactedTooth sorry to keep asking but I seem to still be having some problems getting the edges the way I want. some of the edges don't show up at all, while some are only visible from certain positions/angles even if they aren't occluded edges that aren't visible outlined in red I messed around with the sobel and normal edge assets but nothing I did seemed to fix the problem any idea how to make it so that edges are always visible as long as they aren't occluded? Link to comment Share on other sites More sharing options...
ImpactedTooth Posted December 3, 2017 Share Posted December 3, 2017 1 hour ago, mf99k said: @ImpactedTooth sorry to keep asking but I seem to still be having some problems getting the edges the way I want. some of the edges don't show up at all, while some are only visible from certain positions/angles even if they aren't occluded edges that aren't visible outlined in red I messed around with the sobel and normal edge assets but nothing I did seemed to fix the problem any idea how to make it so that edges are always visible as long as they aren't occluded? Do you mind uploading one of those assets so I can try and get the effect you want based on these images? Admittedly, my tests have been on old low poly models and simple geo. Link to comment Share on other sites More sharing options...
MF99K Posted December 3, 2017 Author Share Posted December 3, 2017 6 hours ago, ImpactedTooth said: Do you mind uploading one of those assets so I can try and get the effect you want based on these images? Admittedly, my tests have been on old low poly models and simple geo. so send you the fbx of some of the models? Link to comment Share on other sites More sharing options...
ImpactedTooth Posted December 3, 2017 Share Posted December 3, 2017 5 hours ago, mf99k said: so send you the fbx of some of the models? Yes, just one from your red outline image would be fine. Link to comment Share on other sites More sharing options...
MF99K Posted December 4, 2017 Author Share Posted December 4, 2017 13 hours ago, ImpactedTooth said: Yes, just one from your red outline image would be fine. try one of these printingpod.fbx computerbase.fbx Link to comment Share on other sites More sharing options...
ImpactedTooth Posted December 6, 2017 Share Posted December 6, 2017 LaplusEdge.rar Here is a edge detection method I found on this blog. The instance has values I used to get the edges you wanted on the computerbase in my test scene though you might have to modify Depth_EdgeVal to get the effect you want. A higher value will give you less edges. A problem with this one though is that far away distances were pure black when I got all the edges you wanted to show. That might not be a problem depending on the size of your scene. Also, you have to set the effect of the post process in your scene to 0.99 or lower for this one. Full effect just makes it entirely black. If you put edge loops on the edges of the mesh you want to show that could help sharpen them too. Link to comment Share on other sites More sharing options...
MF99K Posted December 9, 2017 Author Share Posted December 9, 2017 On 12/6/2017 at 12:30 PM, ImpactedTooth said: LaplusEdge.rar Here is a edge detection method I found on this blog. The instance has values I used to get the edges you wanted on the computerbase in my test scene though you might have to modify Depth_EdgeVal to get the effect you want. A higher value will give you less edges. A problem with this one though is that far away distances were pure black when I got all the edges you wanted to show. That might not be a problem depending on the size of your scene. Also, you have to set the effect of the post process in your scene to 0.99 or lower for this one. Full effect just makes it entirely black. If you put edge loops on the edges of the mesh you want to show that could help sharpen them too. the laplus edge seems to be missing a material function and everything's completely black unless I put the effect level to 0, in which case nothing happens. Not sure if the material function missing is causing this problem or not but I figured I'd mention it Link to comment Share on other sites More sharing options...
ImpactedTooth Posted December 9, 2017 Share Posted December 9, 2017 3 hours ago, mf99k said: the laplus edge seems to be missing a material function and everything's completely black unless I put the effect level to 0, in which case nothing happens. Not sure if the material function missing is causing this problem or not but I figured I'd mention it I tried moving the files among my projects and found out all the material function links break. After updating to 4.18.1 and trying that again this one appears to keep everything intact. Sorry about that! LaplusEdge.rar Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.
Please be aware that the content of this thread may be outdated and no longer applicable.