- Sep 30, 2021
- 709
- 822
Having the option of characters like that wolf involved in the fun would be amazing!as a test for learning,
i am trying to inset two .OBJ files using 'user mesh' newest import tool in sandbox showroom
both files are already unzipped at
C:\Users\User\AppData\Local\WildLifeC\Saved\SandboxSaveGames\CustomAssets
male
View attachment 2104797
and a wolf
View attachment 2104798
the zipped .OBJ files are also attached here
how can we put them inside sandbox land ?
need help on how to do it!
How exactly do you save before a scene with choices?This is gonna be a longish post so if you just want the map scroll down to download it.
I made an interactive map with a questline you could say and a couple of scenes (it was made in the previous version so no new stuff I did update the models tho). The system right now is buggy, but the game is in alpha so im not gonna say anything about that. What I would like to see implemented is a couple of things:
1 - some kind of UI or something that you could use to write subtitles when you speak to an npc or to make a quest checklist
2 - wobbly cam when playing (right now its only avaible when building and making it manually is a pain)
3 - I've seen other people asking for this and I too feel like its a necessity and thats hiding of the head of the characters in a sex scene so you could see it in first person
4 - Disabling the characters movement/hiding the character completely when possesing a camera so he is not visible (there is a way of hiding your character right now by teleporting him to room but its tedious and bugs out sometimes)
5 - In sandbox save games and custom props menus you should be able to create folders to put your and others props/maps into folders so its easier to sort out because it gets crowded when you have your own + other peoples creations
That is pretty much it everything else you can kinda create except that the system is still buggy, and the more I expanded the system I found new bugs on stuff that was done right (but hey its alpha and it's how it goes)
Anyways heres the map and some screenshots
NOTE: hold pose doesen't work because it got way too buggy when I implemented it (scene won't auto play now sadly ) and I didn't make parallel scenes in 1st person this time so buttons 1 and 4 don't work most of the time View attachment 2104985 View attachment 2104986 View attachment 2104987 View attachment 2104988 View attachment 2104989 View attachment 2104990 View attachment 2104991 View attachment 2104992
Is it really?This proves that WL is now a good replacer of Minecraft lmao
Nice DatsunVROOM VROOM STUTUTU
View attachment 2104916
This is gonna be a longish post so if you just want the map scroll down to download it.
I made an interactive map with a questline you could say and a couple of scenes (it was made in the previous version so no new stuff I did update the models tho). The system right now is buggy, but the game is in alpha so im not gonna say anything about that. What I would like to see implemented is a couple of things:
1 - some kind of UI or something that you could use to write subtitles when you speak to an npc or to make a quest checklist
2 - wobbly cam when playing (right now its only avaible when building and making it manually is a pain)
3 - I've seen other people asking for this and I too feel like its a necessity and thats hiding of the head of the characters in a sex scene so you could see it in first person
4 - Disabling the characters movement/hiding the character completely when possesing a camera so he is not visible (there is a way of hiding your character right now by teleporting him to room but its tedious and bugs out sometimes)
5 - In sandbox save games and custom props menus you should be able to create folders to put your and others props/maps into folders so its easier to sort out because it gets crowded when you have your own + other peoples creations
That is pretty much it everything else you can kinda create except that the system is still buggy, and the more I expanded the system I found new bugs on stuff that was done right (but hey its alpha and it's how it goes)
Anyways heres the map and some screenshots
NOTE: hold pose doesen't work because it got way too buggy when I implemented it (scene won't auto play now sadly ) and I didn't make parallel scenes in 1st person this time so buttons 1 and 4 don't work most of the time View attachment 2104985 View attachment 2104986 View attachment 2104987 View attachment 2104988 View attachment 2104989 View attachment 2104990 View attachment 2104991 View attachment 2104992
Here's a preview of an HMV video I'm working on (gunna rework a few shots in final version)
Made some custom clothing that I'm pretty proud of, let me know what you think
You must be registered to see the links
You're forgetting the fact that Minecraft's ultra blocky/low poly style makes it overall much more better at handling thousands of those objects at the same time, while having an artstyle visual heavy costing on the same proportion. The problem with that is that certain things like scenarios made in MC look ultra lame in comparison to anything you can build in a game Unreal made with the realistic artstyle this game has. Trust on me on this. In Minecraft even if you use a mod like Armourers Workshop that allows you to create custom assets out of blocks you realise soon enough that the artstyle itself makes you end up paying for that performance in having a terrible blocky look on everything.Is it really?
Just tested the object amount limits in the showroom, placed some cubes in groups to see what will happen. Up to 1k objects everything went fine, all the lags and glitches started after. Beyond 10k objects it was taking 3-4 mins to duplicate groups, and around 60-70k some objects started randomly disappearing out of view. Having 111'111 objects in total almost killed my game.
How many objects can you have in Minecraft without noticeable UI issues?
Raytracing minecrafts will make you change your mind. Minecraft is not rendering a single block as a copied polymesh logic. It calculates it as is. If you have 1000 blocks, even within the same entity (grass ID), it will render them each individually. Now imagine lots of chunks and grids with this stupid logic. Yes. It costs more than an optimized commercial engine, which will cost half of the resources you can get, while running minecraft almost equally on visuals (raytraced or "super hardcore realistic" shaders stuff) will cost you even more performance.You're forgetting the fact that Minecraft's ultra blocky/low poly style makes it overall much more better at handling thousands of those objects at the same time, while having an artstyle visual heavy costing on the same proportion. The problem with that is that certain things like scenarios made in MC look ultra lame in comparison to anything you can build in a game Unreal made with the realistic artstyle this game has. Trust on me on this. In Minecraft even if you use a mod like Armourers Workshop that allows you to create custom assets out of blocks you realise soon enough that the artstyle itself makes you end up paying for that performance in having a terrible blocky look on everything.
Also another thing to mention is that Unreal by itself is a more high-end leaning engine that in many cases on their games is not properly optimised like Wild Life is. And I can tell you that this game is not optimised because my PC struggles much more to run WL in the blank showroom just previewing a few animations with barely a couple of characters on, while running a game such as Darksiders 3 that is made also in Unreal Engine 4 is not as rough for it and that has a lot of elements happening at once.
its not attaching to the character what should i doI think this works? (first time attaching a file)
How to use:
parent the Necklace to a NeckMid of a model
parent the left_bra and right_bra to left/right nipples of a model,
rope collision is off by default, I suggest turning them on, play around with the rope length, gravity, and stiffness to find the right fit
Ive seen Raytracing Minecraft and also played a lot Minecraft with shaders and my point stands. Even if you manage to make things look overall better there's still the base problem of the "boxyness" of everything. And Ill give you an example that made me begin realise that.Raytracing minecrafts will make you change your mind. Minecraft is not rendering a single block as a copied polymesh logic. It calculates it as is. If you have 1000 blocks, even within the same entity (grass ID), it will render them each individually. Now imagine lots of chunks and grids with this stupid logic. Yes. It costs more than an optimized commercial engine, which will cost half of the resources you can get, while running minecraft almost equally on visuals (raytraced or "super hardcore realistic" shaders stuff) will cost you even more performance.
How exactly do you save before a scene with choices?
For the first question you can save before you talk to someone and then reload without exiting to the menu but sometimes the choice teleports you somwhere so I can see how it can be problematic.Amazing work first of all. Is there a way to talk to the shaman after arriving at the elf village or is that not implemented yet?
The Nexusmods section of Skyrim?Does anyone here know a good site to find free 3d hair models or tattoo textures?
For the GTA map how do you get every object to follow the textures in the folder? Do you have to change each one by one or is there a way to do it in one go?Everyone - I've created a list for meshesYou must be registered to see the linkswill add more when people share them over time.
Also here is a short how-to guide for importing your own meshes -You must be registered to see the links(Thanks to hypermodule on Wild Life Discord!)