Let's Build the RPG! - 78 - Data Table Spawner Tutorial - How to Make a Spawner for Any Actor

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  • เผยแพร่เมื่อ 17 พ.ย. 2024

ความคิดเห็น • 9

  • @robertadams3925
    @robertadams3925 ปีที่แล้ว +4

    God bless you man, I was afraid you were winding down. Family comes first but for gods sake, start up a patreon or something so we can give back, you've put so much time into our own development and asked nothing in return. Thanks man.

    • @NumenBrothers
      @NumenBrothers  ปีที่แล้ว +2

      I appreciate the sentiment, really do. If you welcome the ask, please pray for me. Not that I'm doing poorly, but I could always use it, truly.

    • @SandyM1993
      @SandyM1993 ปีที่แล้ว

      I agree with you, @robertadams3925. I only discovered this channel a few days ago, but NumenBrothers is truly the most helpful and informative out of all of the channels I've checked out so far. I would also like to donate to his channel if there is a way. Especially if his advice helps me get my first game off the ground. This is my 8th project and the first 7 have been trail-and-error projects. Mostly errors.

  • @notecc
    @notecc ปีที่แล้ว +3

    Hey friend, I really appreciate the work you've been putting into your videos with such consistency. I know your views aren't through the roof yet but what you're doing for the game dev community shouldn't be understated. Keep up the good work!

  • @blacklord3212
    @blacklord3212 ปีที่แล้ว +1

    god bless u for this hard work , thank u

  • @alexanderhrafnr.673
    @alexanderhrafnr.673 7 หลายเดือนก่อน +1

    if you have some items that you do not want to spawn can you tell it to not spawn item number 2

  • @SandyM1993
    @SandyM1993 ปีที่แล้ว

    I have a question and I'm desperate for the correct answer, I figured posting this here might be my best bet. Sorry if it belongs in a forums.
    2 weeks ago I created my very first static mesh with the modeling tool using several shapes that I molded to create my first enemy. I somehow converted it all into one static mesh which then had several material slots for each original shape it contained. I can't remember for the life of me how I did it but I know it wasn't with "packed level actor" and I don't think I used "merge". I'm losing my mind because I figured it out on my own and now I'm at a total loss. Does anyone know what I might've done? The end result was a static mesh with a uasset format.
    Edit: I played around with it again and tried to emulate what I might've done 2 weeks ago and I think I may have used "merge". I just tried that and got a new, single static mesh after merging 2 spheres. Does that seem right?

    • @NumenBrothers
      @NumenBrothers  ปีที่แล้ว +1

      Did you merge actors or did you merge meshes? The only mechanism I'm aware of for merging meshes is in modeling mode, apologies.

    • @SandyM1993
      @SandyM1993 ปีที่แล้ว

      @@NumenBrothers What I did this time was: in selection mode I highlighted the 2 actors, at the top of the screen I clicked "Actor", down the drop menu is the option "Merge(#)" and that was it. Then I got a SM_(name).uasset file of them as one.
      I assume I did this before with my first SM which was about 20 or so shape actors molded to make 1 unique enemy.