Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Kinyajuu: Hey ya, just an update, next patch will have the RWG Previewer under the old Create World Button (now named "Editing Tools")
- Kinyajuu: rwg mixer.xml has, at the bottom, the terrain and noise gen xml. It's based on libnoise and any non shape module is usable, just follow the naming conventions from the online libnoise doc but apply it to xml.
- Kinyajuu: the Biome spawn rules use the numbers from the output of the BiomeGenerator.
- Kinyajuu: then with this next patch and the RWG Viewer you may edit the xml WHILE the game is running, click refresh at the top right and it will reload the xml and regenerate the preview. :)
- Kinyajuu: Enjoy bud, figured I would let you know first as I tend to like to do. Have a great day!
- Kinyajuu: "rwg mixer.xml has, at the bottom, the terrain and noise gen" *and biome gen xml, not noise gen
- Kinyajuu: if you have any questions at all let me know :)
- Kinyajuu: *note, be sure to use the clamp function as your last output to keep it from breaking, can't go all the way to 255 because of deco so keep it trimmed down to about 180 so the 40 trees have room to be placed as well as any usual wilderness POI
- Valmar: Hello Kin. Sorry for the delay. I thank you for the heads up, its much appreciated.
- Kinyajuu: np, I figured you might get a kick out of that
- Kinyajuu: I've got rick and joel on board to start letting loose some of the tools
- Kinyajuu: the dev UMA Archtype editor is next :)
- Kinyajuu: *Archetype
- Valmar: Thats some great news indeed. I was hoping for the UMA editor specifically myself.
- Kinyajuu: it also has a live refresh
- Kinyajuu: change xml, refresh viewer
- Kinyajuu: :)
- Valmar: Im curious about something with the UMA, actually
- Kinyajuu: all the tools I make will be like this
- Kinyajuu: sure, go for it
- Valmar: I understand having too many UMA zombies puts more strain on memory or what have you due to the assets loaded
- Kinyajuu: kind of
- Kinyajuu: they use RenderTextures
- Valmar: but if two zombies are wearing the same shirt only with different color overlays, does it sitll "count" as two seperate ones?
- Kinyajuu: so it depends on VRAM
- Kinyajuu: not technically no
- Kinyajuu: the Render Texture gets dropped into a save list
- Kinyajuu: then isn't released until no uma toon is carrying it
- Valmar: So, in theory, as long as they're all wearing the same clothes with only different color overlays they wouldn't take up any more "space" than having a single one?
- Kinyajuu: so it SHOULD be one instance of a "same" texture
- Kinyajuu: color overlays will do it too
- Kinyajuu: due to how uma is built
- Kinyajuu: it chunks the tex together and takes a "picture"
- Kinyajuu: with color in place on the tex that's taken
- Valmar: I see, so it would make a difference then? On vram usage?
- Kinyajuu: nope
- Kinyajuu: I've dropped 20 old timers in a test map and it had no hit other than the first one
- Kinyajuu: nothing in profiler saying tex ram went up
- Valmar: Yes, but they're all using the same identical set, correct?
- Kinyajuu: and I'm on a GTX 760 4Gig VRAM
- Kinyajuu: yep
- Valmar: But if they all had a different color overlay
- Kinyajuu: multiples might eat up a bit more but at FULL texture size they are baked at 4096
- Valmar: It would impact it due to how UMA works ?
- Kinyajuu: if diff color overlay then yes it'll be different
- Kinyajuu: I'm still working on a "startup uma tex bake" for things that don't use equipment
- Kinyajuu: but it's still in baby stages
- Kinyajuu: lots to recode in UMA
- Kinyajuu: lol I've gutted about 50% of it at this point
- Valmar: I bet that was fun lol
- Valmar: Thrilled to see the light toggle property, btw.
- Kinyajuu: each time you see them getting better it's from me going in and rewriting the code to match how WE use it
- Kinyajuu: light toggle? mining helmet?
- Kinyajuu: or block toggle
- Valmar: No, not quite. The light blocks. The switch
- Kinyajuu: ahh yeah
- Valmar: I forget the exact term used for it
- Valmar: But its great to have it.
- Kinyajuu: oh, another fun thing, not sure how to let you guys use it yet
- Kinyajuu: ANY block can now be turned into a container
- Kinyajuu: provided it has the TE Loot Container in that spot
- Valmar: Even blocks that already have classes, you mean?
- Kinyajuu: I moved it into the base block code :)
- Kinyajuu: yep
- Kinyajuu: the corpse block is a "GrowBlock"
- Kinyajuu: that upgrades
- Kinyajuu: but as you can see when looting even they have a TE
- Kinyajuu: all we have to do is set one on server and client and it's good to go
- Kinyajuu: going to expose that in some way, just not sure how yet
- Kinyajuu: "Hidden Stash Box" or something
- Valmar: I wonder how that would jive with workstation interaction
- Kinyajuu: super expensive and rare
- Kinyajuu: hmm
- Valmar: As both use the same prompt key to access I believe
- Kinyajuu: that I'm not sure, the workbenches have a TE of their own
- Kinyajuu: don't think it can have two in the same spot
- Kinyajuu: but maybe the child?
- Kinyajuu: eg; one side of the bench
- Kinyajuu: no idea there though
- Valmar: I didnt know the bench had two sides.
- Kinyajuu: it's a multiblock model
- Valmar: Though it is a multiblock I think
- Valmar: So that makes sense
- Kinyajuu: it has the block the model belongs to, and a placeholder block that points to it's parent
- Kinyajuu: to say "this is taken, defer to my parent"
- Kinyajuu: bandits and survivors can also be turned on, their AI isn't good yet but you can flip em on
- Kinyajuu: just add to spawn defs
- Valmar: How difficult would it be to have it so if you hold down the access button it will open it like a container but if you just tap it then it will open the workbench's crafting interface?
- Kinyajuu: it would take me resorting the interaction array
- Kinyajuu: loot container sits on index 1
- Kinyajuu: it's possible but not without code support
- Kinyajuu: and I'm back on RWG for now :)
- Valmar: Also I noticed the spawnTrader block has a spawnClass to work with trader npcs. What exactly is this block used for?
- Kinyajuu: it spawns an NPC i guess
- Kinyajuu: Prime and Mr. Lang made that bad boy
- Valmar: Will you be working on that new... was it called socket system? with RWG?
- Kinyajuu: working on road trim at hubs and sockets yeah
- Kinyajuu: sockets = Diablo inventory but with houses instead of varied size items
- Valmar: Joel mentioned it in one of his videos. I like the idea a lot more than the current "big square town" approach with prefabs
- Kinyajuu: yep, it's more natural
- Kinyajuu: I just have some old trimming code that I've been using forever that needs to work together better
- Valmar: How feasible would it be to create a trench on both sides of the road? That could add a little flavor of realism, I think.
- Kinyajuu: eg, where ever I drop a plot, run the road to height and along the frontage at height
- Kinyajuu: the world will be full of stuff then, more spread out, but more stuff
- Kinyajuu: even roadside gas stations and such
- Kinyajuu: just gotta figure how I want to average the trim between lots and against the road trim
- Kinyajuu: and add a driveway point to all POIs so I have a "lagrange" point to connect to
- Valmar: I wonder how Magoli will handle this with his prefab pack lol
- Kinyajuu: well
- Kinyajuu: sockets will spawn ANYTHING
- Kinyajuu: they don't give a crap
- Kinyajuu: if there are enough 21x21 meter sockets for it to fit in, then it'll spawn
- Kinyajuu: 100x100 prefab, ~5x5 sockets
- Valmar: Will we still see some of the currently made "big square lot" POIs for hubs and the like, or will everything be converted over to the new system?
- Kinyajuu: not 100% sure yet
- Kinyajuu: talking to rick about special road socket bits at 21x21
- Kinyajuu: with medians and sidewalks built into the road
- Kinyajuu: but yeah, I have a lot of bits and bobs to work out
- Kinyajuu: it's "working" just not to my standard yet
- Kinyajuu: smoothing out those turns and connections for roads is higher on the list atm
- Kinyajuu: once I can get those nice and smooth then I'm about done aside from sockets and MAYBE bridges/tunnels
- Kinyajuu: and socket caves
- Valmar: What benefit would socket caves give?
- Kinyajuu: sockets let me know if I'm by a mountain
- Kinyajuu: so I run my caves using the midpoints of the sockets
- Kinyajuu: with faux vertical sockets
- Kinyajuu: basically a giant 21x21 meter grid
- Valmar: So we might see a return of the old cave systems in random gen?
- Kinyajuu: so no more digging down for caves
- Kinyajuu: Yes sir
- Kinyajuu: that's the plan
- Kinyajuu: big cave systems inside of mountain ranges
- Kinyajuu: small ones in large hills, etc
- Valmar: It would be intelligent enough to know to place the cave system in a mountain then?
- Kinyajuu: yep, hence the sockets
- Kinyajuu: if next cave point Y is less than socket height at x,z then go ahead
- Kinyajuu: so it'll be able to move around so long as it stays under the top socket height
- Valmar: And performance with caves shouldn't be a problem now that the map generates itself on the initial load?
- Kinyajuu: and ofc, I'll use midpoint offsets so it doesn't look "grid like"
- Kinyajuu: they still might be a slight issue, BUT
- Valmar: I seem to recall that being mentioned as a cause for the old cave system being removed. Unless I heard wrong.
- Kinyajuu: I've found why they were slow
- Kinyajuu: the more "lines" i have to check the worse it gets
- Kinyajuu: soooo
- Kinyajuu: use ONE line
- Kinyajuu: but allow it to say air or ignor
- Kinyajuu: *ignore
- Kinyajuu: so I'll have one line instead of many
- Valmar: A streamlined process, essentially?
- Kinyajuu: lots of technicals to that but yeah
- Kinyajuu: it'll draw like the pen drawer in MS stuff
- Kinyajuu: lift pen, lower pen, basically lift means go to doing nothing, lower means draw air
- Kinyajuu: but it still needs workshopped
- Kinyajuu: I may just pregen them as prefabs and shove em in
- Valmar: Speaking of workshop... I wouldn't be me if I didn't ask... is such support still only planned for after the game goes gold?
- Kinyajuu: it's planned for once we fill out the editing tools
- Kinyajuu: with what I did yesterday I think they are coming around now
- Kinyajuu: previewer will be the first editing tool
- Valmar: With the UMA and RWG previewer being two of said tools?
- Kinyajuu: then I may be able to get them to release the prefab/world editor
- Kinyajuu: it's in there, just nobody outside TFP can use it
- Kinyajuu: that window that says coming soon, shows us every prefab and level
- Valmar: Did you notice a modder found a way to enable the world editor mode?
- Kinyajuu: oh, cool
- Kinyajuu: good on them then :)
- Kinyajuu: i keep telling rick that you guys won't mind that it's not super user friendly
- Kinyajuu: yall will figure it out
- Valmar: Well, if its a matter of user-friendliness you could sneak a toggle into an xml file that they have to use.
- Kinyajuu: hehehe
- Valmar: So only those "in the known" will know how to toggle it.
- Kinyajuu: well, once I make the tool picker menu I may just
- Kinyajuu: uncomment an entry in XUI/windows.xml
- Kinyajuu: ;P
- Kinyajuu: then it's "not officially" supported but it's a simple xml edit to turn it on as an option
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement