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NuGameDev
United States
เข้าร่วมเมื่อ 17 ต.ค. 2006
DAZ Studio + Linux + Nvidia GPU
Previous video on this topic got DAZ Studio working under Linux. This will expand on that and show how to get it utilizing your Nvidia GPU.
github.com/SveSop/nvidia-libs
www.daz3d.com/forums/discussion/60901/daz-studio-and-linux/
github.com/SveSop/nvidia-libs
www.daz3d.com/forums/discussion/60901/daz-studio-and-linux/
มุมมอง: 581
วีดีโอ
Godot - FF6 Enemy Flash
มุมมอง 5555 หลายเดือนก่อน
When enemies attack in Final Fantasy 6, they flash twice very quickly to indicate which enemy is performing the attack. We will use a very simple shader to replicate this effect and trigger it in code.
Godot + C# + VS Codium + Debugging
มุมมอง 9026 หลายเดือนก่อน
The free C# extension to VS Code/VS Codium just received an update which will allow debugging, removing any allure Microsoft's proprietary VS Code might have. free-vscode-csharp extension repo: github.com/muhammadsammy/free-vscode-csharp Godot VS Code Documentation: docs.godotengine.org/en/stable/contributing/development/configuring_an_ide/visual_studio_code.html FinePointCGI's VS & VS Code vid...
Compile C# Godot on Linux
มุมมอง 2156 หลายเดือนก่อน
Compile the C# version of Godot on Linux. We'll also enable the double precision, which currently can only be obtained by compiling from source.
DAZ Studio & Diffeomorphic running in Linux
มุมมอง 8796 หลายเดือนก่อน
An example of DAZ Studio & Diffeomorphic (and by extension, Blender), running in Linux Mint Cinnamon. DAZ Forum: Long-running thread: www.daz3d.com/forums/discussion/60901/daz-studio-and-linux Diffeomorphic: bitbucket.org/Diffeomorphic/import_daz/wiki/Home My tool for fixing DAZ library case mismatches: github.com/GeneralProtectionFault/DAZ-Studio-Linux-Case-Fix
Godot Infinite World Wrap
มุมมอง 1.1K7 หลายเดือนก่อน
Make a world map wrap around when your character reaches the edge.
Godot RPG Town Transition using Phantom Camera
มุมมอง 1.6K10 หลายเดือนก่อน
This will be a general approach to transitioning between an overworld map & towns, using the new Phantom Camera addon, which takes care of a lot of tedious camera work for us.
Connect Godot (C#) to Local AI
มุมมอง 40911 หลายเดือนก่อน
Updated version, connecting Godot (or any C# engine) to Oobabooga. This improves on the previous video and works with Oobabooga's updated API. Project Repo: github.com/GeneralProtectionFault/Illusion-Of-Godoobooga
GameOff 2023 Godot Game
มุมมอง 59ปีที่แล้ว
Devlogging our submission for GameOff 2023 Pounds of Piranha (Our Submission :)): itch.io/jam/game-off-2023/rate/2397701 Pounds of Piranha Repository: github.com/GeneralProtectionFault/Pounds-of-Piranha All GameOff 2023 Submissions: itch.io/jam/game-off-2023/entries
Godot Dynamic Astar (Navigation) Grid 2D
มุมมอง 501ปีที่แล้ว
Create a 2D navigation grid dynamically, not tied to a tilemap.
Godot 3D Debugging Lines
มุมมอง 1.4Kปีที่แล้ว
This is to essentially draw gizmos in code to see a visual of positions and such that you're coding with. This is a big help in understanding what your code is doing in 3D spaces. Repo w/ the script: github.com/GeneralProtectionFault/Godot-3D-Lines-CSharp Original C# fork & original repo, to which most of the credit is due: github.com/Rytelier/Godot-3D-Lines-CSharp github.com/klaykree/Godot-3D-...
Godot Classic NPC Movement
มุมมอง 2.4Kปีที่แล้ว
This tutorial will use Godot's Navigation 2D features to imitate classic random movement. Godot's documentation page: docs.godotengine.org/en/stable/tutorials/navigation/navigation_introduction_2d.html
Godot and Oobabooga
มุมมอง 1Kปีที่แล้ว
We'll use C# to connect Godot to Oobabooga, running locally on your PC. This is a free way to utilize some AI chat in your game. Oobabooga: github.com/oobabooga/text-generation-webui Models: huggingface.co/TheBloke
Godot RPG Battle Loop & Scene Management
มุมมอง 1.5Kปีที่แล้ว
This will implement finishing the battle and returning to the overworld scene. This is heavily centered around scene management, and we'll cover a few slightly advanced ways to do that.
Godot Chain Animation
มุมมอง 662ปีที่แล้ว
Quick tutorial on chaining 2 animations together, when we want the 2nd one to loop.
Godot JRPG Fight Animation & Enemy Death
มุมมอง 904ปีที่แล้ว
Godot JRPG Fight Animation & Enemy Death
Godot 4 Final Fantasy 6 Working Battle UI
มุมมอง 2.9Kปีที่แล้ว
Godot 4 Final Fantasy 6 Working Battle UI
Godot 4 Random Encounters (Final Fantasy 6)
มุมมอง 3Kปีที่แล้ว
Godot 4 Random Encounters (Final Fantasy 6)
Upscale Sprite Art Using Stable Diffusion
มุมมอง 1.9Kปีที่แล้ว
Upscale Sprite Art Using Stable Diffusion
thank you sir
I tried to connect all the textures manually to decompose all the textures into channels, but it turns out this is done automatically. Thank you very much, you saved me a lot of time!
Future here! they fixed! it
Hi im getting broken materials or textures and i dont know how to fix them :(
A Japanese building? Are you crazy? That's a Korean building.
16:30 Thank You So Much!!!!
how do you export the landscape tiles from unreal with textures into blender?
Please, system team and add to team system please🙏
Is there a way to convert blueprint files from Unreal so they can be imported into Blender?
so, export it as a *.gltf file; got it.
this does not help for drawing line inside the editor i guess as it use the game camera and the viewport
putting the code inside a plugin can do the trick
I'm using gdscript so the c code probably won't help me but just knowing the logic and everything else is already helpful - thank you so much for this
I have bigger project but when i export something like tree with lights it starts export but when it gets to materials its struggling, i have rtx 3050 and i5 12450h, cpu is +50% and gpu is like 5%. how to fix pls fast
Thanks dude, how is this video is only 188 views!
Thank you! I think it's mainly a function of minority piled on top of minority. I'm just guessing, but I think the majority of people who use Godot want to use GDScript for it's simplicity. Of the C# people, most don't care about compiling it from source, less so on Linux. There might also be some residual perception that .NET doesn't mix well with Linux, even if that hasn't been true for quite some time. But mainly, I think it's a fundamental aspect of an open-source engine that isn't documented well. You can find how to compile this thing left and right, but it's almost always the vanilla version without .NET.
6:57 the music is insanely loud. This has nothing to do with TH-cam and everything to do with your audio mixing (otherwise every video would have this issue). Otherwise, a great, informative video. Thanks for sharing.
this worked very well thank you. but meshes are auto smoothened. they have highner number of poly counts as they were in unreal. how can I fix this?
I would need to know how it happened first, but smoothed and different poly count are two different things. Are both of those definitely happening? Did you, perhaps, import multiple objects and compare the poly count of a single object in Unreal vs the entire scene in Blender? I have heard of the opposite problem--in which you have fewer polys in Blender because of the LOD setting in Unreal (which you would want to disable), but never higher poly count.
@@Holonet01 no, the topology is same. But it’s like when exporting, subdivision surface modifier has been applied. In unreal the poly counts are less and they are low poly but when I imported those fbx into Maya they have much larger poly counts and in blender also. They look like when you have applied subdivision surface modifier . Sorry my English, I can also show you the screenshot if you are not able to understand this.
how would i import lights from the asset?
I think the lights would be separate objects in Unlreal, wouldn't they? I'm not sure a light would be considered a "model" which you would import or export via gltf. In any case, lighting is never going to be identical when you have different render engines, so it would probably be better to just plop the lights you want in the scene after import if that's what you're after. Or, if you're planning to export them to a different game engine, to create the lights in said game engine.
Great tutorial! But the asset you downloaded here is a KOREAN building NOT Japanese! It's designed and released by the Korea Cultural Information Service!
How do u export particles?
I don't know, that's a whole different beast. I'm not sure how inherently compatible particle systems are between Unreal, Blender and/or whatever game engine one might export to. Personally, I wouldn't put the effort in to do that, I could be wrong, but I don't think particle systems are nearly as standardized a format as 3D models. If you need objects as particles, I'd just focus on the object an create the particle system wherever the final destination is.
You're the man!
Thank you!
By the video, I understand that the why you wouldn't use .fbx (02:46) is because of the textures, is that it?
Right, Blender will map to them if they are not packed into the binary. Also, you can then modify them if desired.
Thank you for solution!
You got it 👍
merci beaucoup
You're welcome!
I had Studio working in WINE-staging, but some update broke it. Time to try again.
Is possible to do the same thing with stable diffusion running local?
Yeah, I would think so, the most obvious tool I can think of is probably Automatic1111, but there are others. They document their API here: github.com/AUTOMATIC1111/stable-diffusion-webui/wiki/API It would probably look a little different depending on the protocol they use, but certainly possible.
I want to try your code but the godot engine ask for resources, could you give me a list of resources that the code needs to work ... I dont have the sprites and I need them in order to run the code probably I could replace it by some not copy right material ??? just to have the code demo working ??
Yup, take a look at the ReadMe on the repository. I give a little overview of that there. I added a little code to spit out all the files which are basically in the .gitignore. You'll see that MissingFiles.txt file (generated each time the project runs), which lists all the files in those folders w/ those assets. I also have an explanation of what I'm doing in general as far as scale. If you replace those files, the code should run.
@@Holonet01 great thanks
a fucking ad played and blew my ears out.
Yup, audio has been a complaint on this video and I realize why now. I did actually try to tone down the music in the middle, but apparently not enough. Listening again, that's not what I uploaded, it clearly became victim of TH-cam's automatic volume compression, making it considerably worse :(
Is it possible to export animations out of UE and into Blender?
It should be, as long as their gltf exporter does the job, as gltf supports animations. It might take some tweaking of settings, it might not. Best suggestion I have is try it :)
could you do this with a metahuman?
Never used metahuman, but it should be fine if it ends up as a standard mesh, armature, etc... My gut feeling is it should work, but I wouldn't be surprised if there were some pain points. One thing I'd be trying to avoid is dealing with material fidelity, though. With skin, it's a lot harder than most materials to be satisfied with the result on that front, in my opinion anyhoo. Depends on your end goal too...like if your end game is in Blender, or to do stuff there, then back to Unreal (then hopefully you could reassign materials, but there are other headaches coming back in, etc...).
@@Holonet01 im still a noob so when I tried I just imported blob lol but it did download all the materials which is weird
Such an amazingly easy tutorial. Clear, No weird workarounds. Just simple and effective thanks so much!
Thanks! I wish I could always avoid weird workarounds :-P
Straight forward. Exactly what I was looking for! Thanks!
My pleasure!
Great Tutorial thank you~
No probs =D
I don't have gtlf export, why? How could I resolve?
Depends, but first thing is, make sure you are using Unreal 5, and I think it was an external plugin for a spell prior to being there by default. Here's the actual plugin page: www.unrealengine.com/marketplace/en-US/product/gltf-exporter?sessionInvalidated=true You can add it from there if nothing else. It looks like it says there, that it's also for 5.0, so it might be that it's only in by default as of 5.1.
so i created the C# script, copied yours, saved it. even restarted godot 4.3 mono version, but i don't see the node anywhere. did i do something wrong? why isn't it showing up?
Well, allowing for the self-evident problem that I can't tell you what you did wrong without seeing your script :-P, the two things I would check first are if you forgot to put the [GlobalClass] attribute above the class, or if you didn't build the project. That's really all there would be to getting it to simply show up, even if you mis-copied anything else.
i got it working just fine now. sorry about that
Be careful what you tell people to do. Unreal Free assets are not free to use "anywhere". The TOS and License allows you to use them in your Unreal projects only. I would be super careful if you are doing anything for a commercial product and taking UE Marketplace assets and using them outside of Unreal without the artists permission.
Well, this video has nothing in violation of that. Nothing says you can't modify an asset in Blender and then reimport it into Unreal. Having said that, by all means, export to other game engines =D. What you're referring to is only true for assets actually "made" by Epic, stuff like the Megascans and I think maybe Paragon stuff or something. You can see the terms for the Marketplace here: www.unrealengine.com/en-US/marketplace-guidelines I'll save ya the trouble of going through it though, here's the important bit: ---------------------------------------------------------------------------------------------------------- 4.2.1 Usage Rights 4.2.1.a Purchasing a Marketplace product grants to the purchaser a non-exclusive, worldwide, and perpetual license to download, use, copy, post, modify, promote, license, sell, publicly perform, publicly display, digitally perform, distribute, or transmit the content for personal, promotional, and/or commercial purposes under the Epic Content License Agreement. Distribution of products via the Marketplace is not a sale of the content but the granting of digital rights to the customer. 4.2.1.b Sublicensing Marketplace assets in Source Code format is prohibited. Sublicensing Marketplace assets in object code format, or any Content, is also prohibited except to grant end users the ability to use, or to permit sellers and distributors to market and Distribute, a Product Distributed as permitted in Section 3(a) of the Epic Content License Agreement. 4.2.1.c All content hosted by Epic Games is exclusively downloadable through the Epic Games Launcher. Once downloaded, most content can be exported to obtain the source files and/or migrated to other existing Unreal Engine projects. ---------------------------------------------------------------------------------------------------------- Now, that last bit might sound like it's limited to Unreal Engine projects, but it's not a restriction. The "Epic Content License Agreement" in there is actually a link on the site: www.unrealengine.com/en-US/eula/content Within that page, here's the meat: 2. How You Can Use the Licensed Content We grant you a non-exclusive, non-transferable, non-sublicensable license to privately use, reproduce, display, perform, and modify the Licensed Content in accordance with the terms of this Agreement (the “License”). This means that as long as you are not violating this Agreement, such as by using the Licensed Content in violation of any applicable law or regulation or for any unlawful purpose, you can privately use the Licensed Content however you want. If you want to share the Licensed Content or anything you make with it, Sections 3 and 4 addresses when and how you can do that. So, they literally tell you that you can basically do anything that you want as long as you're not violating that agreement. What you might have been referring to is this part: 5. Other Restrictions on Your Use of Licensed Content a. UE-Only Content “UE-Only Content” means Licensed Content that is designated as only permitted for use in conjunction with Unreal Engine and Unreal Engine-based products as designated by Epic, such as Twinmotion. So again, that's only that specific content that you can only use in Unreal Engine. Regarding the artists' permission, in other parts of that mess, you'll find that if you submit something to the marketplace, you grant Epic all that stuff. Wouldn't really work too well otherwise, I imagine. No one would want to buy stuff from a store that they actually have to read a different EULA for every sword, thatch house and cyborg LOL.
With unique names on nodes, are they game wide or just scene wide?
Just scene. I imagine game-wide would probably be problematic, as the editor would need to check to be sure you didn't duplicate a name, and when the game is run, the node with the name would have to be loaded in the scene tree or it'd throw an error, and to handle that, I think they'd need to force it to autoload or something, etc... If you're trying to access something like that, there are a few ways that make sense depending on the purpose, if there are multiple, etc... You could get an instance of the scene, and then get a property/singleton/whichever, or you'll see me use static variables a lot, and set their values in the Ready() method. This works fine if you only have 1 of the thing you're after.
Hi, can I also export animations from unreal to blender or just fbx file? Thank you, nice vid
You should be able to, yeah. I don't use Unreal to animate, so I can't say I've done it, but gltf certainly supports animations. Ultimately, as long as Unreal's exporter works well 😋
THIS is the right tutorial, no unnecessary editing, easily exportable, lifesaving dude.
Thanks much!
Thanks for making a video on my original script! Really glad to see its still helpful, I always found the Unity version helpful for visual debugging so am hoping Godot will embrace visual debugging more by default
Great to have you here, and thank you for that original script!
I was going to refer to this soon. I was waiting for Godot 4.3 to come with the new tile map layers before I started, but I wanted to remake a Chrono Trigger rom hack as a bonified game, knowing better of fair use now. While CT's battle system is.. similar to FF, there's obviously more mechanics like the ATB gauge, and I was considering a state machine and likely use a second set of navmeshes for the battle mechanics/placement.
Yeah Chrono Trigger might give an impression of less complexity because there's just less "stuff," spells, etc... but it definitely has its own stuff. It would be different there because the battle area isn't separate, it just takes place wherever they are. Some things would be easier, others not. Actually, I think navmeshes would be tricky in that case, because you don't really have a "fixed" place where you'd want the characters. Not knowing how they did it originally, it's clear that there's some logic about enemy formations, where they will go to at battle start, spacing between the characters, etc... At the same time, as I think about it, there are probably specific battle areas wherever there are enemies, and maybe if you run into one at such-and-such a location, everyone bolts to their location(s) in the nearest "battle area." In that case, there could be navmeshes there hidden except while in battle. You might not even need that for the original behavior, though. I feel like they would go to their spots, then a lot of what happened could be based on the location of the character and the enemy they're interacting with. The fun challenge there would be the double & triple techs =D.
Quite the helpful channel you've got here!
Thank you! And quite a tasteful avatar you've got there 😁
@@Holonet01 Thank you! Might you have a discord?
I don't have an actual server, and it might be a headache to out a Discord ID in the comments. Not sure, BUT, a friend of mine (www.youtube.com/@RandyFluharty - he's doing game dev too but his content is more streaming)has a server, and he's cool with me posting a link here, and I can be found there as well. He's got a game development channel within there: discord.gg/zZ3hJwZQ
So I just tried putting UI nodes under a Control node...and it just worked? What's the benefit of doing it this way instead?
Yep, Chevifier pointed out what basically amounts to that and I pinned his comment ^^^. Personally, I still like to set it up this way from a strictly organizational standpoint, but you're right that it is not necessary. The sub viewport is also not needed, but you can play with it and do some other stuff if you like, say, having a UI in a region of the screen, etc... I haven't tried the control node without a canvas layer at all, but you might want the canvas layer there, at least, even if it's not positional. If you end up making a more complicated UI, you might want to put stuff on top of each other, and need to specify the rendering order/layer.
commenting for the algorithm, thank you for the video
@@dondahighhh12 Thanks! You're welcome 👍
Thanks for the tutorial video. But that building is Korean, not Japanese ^^
Brother i love GLTF in general , even from sketchfab. Ready to use asset is game changer.
Coming from Unreal: This isn’t built in functionality??
no
I want to use a json document similar to rpgmaker to store various data, but I don't know if there will be performance issues.
Under most circumstances, I don't think it would, unless it's enormous and you want to read & write from/to it rapidly, then possibly. But it depends how you're using it. I'd be curious why you would prefer that, though? The one thing that's unfortunate about that is the player can just open your game data in a text editor and change everything, and likely break stuff. You could try locking it down somehow, but I think that'd be more work than using a database of sorts.
@@Holonet01 Thank you for your reply, your videos have helped me a lot!
When I am trying to build with scons and use the module_mono_enabled=yes, it tells me it can't find the mono\lib folder. I have .NET 6 installed, but it wants Mono installed. Any thoughts?
My guess is you're not running the command from the repository folder 🤔 To clarify, you do not need mono. It is simply referred thus in Godot's folders, etc... because they haven't bothered renaming all that, but it uses .NET now.
0:07 VS code is not based off of vscodium, on vscodium's website it explains that it releases builds of vs code with telemetry disabled
Yes, thank you. I suppose I do need to credit it for existing as FOSS in the first place 😋
Thank you
No probs 👍