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insomniac_lemon

insomniac_lemon@lemmy.cafe
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I mostly do untextured low-poly stuff so I’ll think I’ll leave that one to the brofessionals. It doesn’t seem like a good starting point.

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Yes, but also I don’t have much programming experience or even viable beginner project ideas. Also interested in polygonal art but lacking a project doesn’t help with that either.

So add in other issues and it really ends up as

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It would be more than that if people had a place to go and a way to get there.

Also it’s not just trumpism, it’s that your family can be intelligent but fall for grifters… or they will be kind 90% of the time and then without prompt will casually say something really fucked up at dinner.

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I understand fragmentation here, as you can get what you need in a format that works well-enough.

Different package formats often have technical differences. Recently I had the choice to use something from a flatpak to reduce lib32 dependencies on my system… but I didn’t go with that as the other dependencies it needed (openGL, graphics driver etc) were redundant thanks to sandboxing (~2GB download!).

Anything native from itch, GOG, or humble doesn’t really ‘install’ but rather they are just extracted… so the files should be what it is (portable, except game saves/user data likely won’t be). This allows you to run it off of a slower+larger-capacity drive.

EDIT: Also if you need to compile it, probably will also just compiled to where you put it (to a bin folder).

Non-system stuff like this is more viable for things that you don’t need updated frequently/ever (particularly games/software post-development). For sure most-of-the-time the best experience is via your package manager.

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Is there a proposal for adding an option of sparse speckle* noise to Godot’s generated noise texture?

I’m sure this is easily achieved with a dedicated texture (or two, so the light speckle can be more visible beyond the regular highlighted area), but I don’t seem to be having much luck making or finding it.

*=Most of the original color is untouched but with lighter and darker splotches ideal for a stone texture or to just break up flat color.

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Yes, spring of 2444 with my brain in a jar.

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Hey, I updated recently and it seems like it’s now fixed for me on X with driver version 565.77 (not that it’s necessarily the exact fix version, and it may be a systemd fix too).

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Can 3D substitution* animation be exported from Blender? This isn’t easy to search, though what I could find seems like importing animations in general needs more clicks than expected. Even better would be a workflow with greasepencil and geometry nodes (though searching w/Godot leads to a paid tool), especially if that can also be used for vertex colors.

I have my doubts here as the first thing I tried (a custom shader with a 2nd vertex color map hooked up to glow) didn’t work. Though I’m not sure if that was an issue with gltf, Blender, Godot, how I exported it, or something else.

*= Switching visibility to another model rather than using deformation or texturing. If this does not export easily, I guess it’d be easy enough to manually do with Godot’s animation player so long as there aren’t too many frames/animations/states.

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Using nodes to compose art (or even component-based code?) would be my guess. Though sure, for many scenarios/designs a node swap wouldn’t be needed.

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Bad wording on my part, I meant a general and underlying chronic defect (like bad collagen) rather than situational/habitual damage.

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