dstools | Level editor for DS1/DS3/Bloodborne/Sekiro | Game Engine library
kandi X-RAY | dstools Summary
kandi X-RAY | dstools Summary
DSTools is a Unity Editor plugin that aims to create an integrated modding solution for Dark Souls 1 (currently only Prepare to Die Edition is supported), Dark Souls 3, Bloodborne, and Sekiro. Currently the tools support editing existing maps for the games and allow you to move enemies and objects around, but aims to eventually allow the creation of completely new levels.
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Community Discussions
Trending Discussions on Game Engine
QUESTION
I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.
Starter Assets Input ...ANSWER
Answered 2022-Apr-08 at 23:22I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().
ImagesQUESTION
I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.
Main Program Script:
...ANSWER
Answered 2022-Apr-03 at 07:08You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main
:
QUESTION
I'm currently attempting to create a first-person space flight camera.
First, allow me to define what I mean by that.
Notice that I am currently using Row-Major matrices in my math library (meaning, the basis vectors in my 4x4 matrices are laid out in rows, and the affine translation part is in the fourth row). Hopefully this helps clarify the order in which I multiply my matrices.
What I have so Far
So far, I have successfully implemented a simple first-person camera view. The code for this is as follows:
...ANSWER
Answered 2022-Mar-02 at 23:15The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw.
The minimal solution to this is to add a roll component to your camera state. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”).
Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. Quaternions are used somewhat like rotation matrices, but have fewer components; you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with.
It is very common for general purpose game engines to use quaternions for describing objects' rotations. I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.
QUESTION
I'm new to Godot coming fresh from unity and I cant figure out how to duplicate an object/node. I've tried the duplicate function to no effect. My most recent attempts try to create child nodes with the same property as the parent. I cant seem to get anywhere, help would be appreciated. Here is my code that tries to create a child node:
...ANSWER
Answered 2022-Feb-19 at 01:11- The base node class is invisible (gray) so you cannot see if they were added or not. You can switch from the local to the remote tab in the scene tree while running to see only one invisible node added.
- If you change the code to
AddChild(copynode).Duplicate();
you can see it adds all 5 invisible nodes.
QUESTION
When I say "Entity" below, I'm not specifically referring to anything relating to the ECS pattern, I just mean a general game entity.
I'm trying my hand at game development in C, after having done previous game dev in TypeScript. I'm looking for a C idiomatic way to reuse a pattern with which I'm familiar: each tick, the game iterates through a list of entities, telling each one to update itself, then draw itself. Each entity knows how to update itself, but requires information about the game as a whole to make this update.
...ANSWER
Answered 2022-Feb-13 at 13:14Don't #include "entity.h"
from game.h
and vice versa. Just forward declare what you need a pointer to. Also add header guards if you haven't already.
Example:
QUESTION
helloI'm making an object in Unity that gives players random weapons when they hover over it, but it always gives me this warning and doesn't create it.
...ANSWER
Answered 2022-Feb-10 at 07:54This is because of you are calling the spawn function from client. You should call it in server.
QUESTION
I am trying to learn Godot by making a simple 2D shooter, but am running into a problem. I do not know how to detect if an enemy has been shot by a bullet. My bullets are Area2D nodes with a Sprite, and CollisionShape2D node attached. My enemies are KinematicBody2D nodes with a Sprite, and CollisionShape2D node attached. The enemy also has a timer attached, but that is not important.
Here is the enemy code:
...ANSWER
Answered 2022-Feb-06 at 03:20On your _on_PlayerBullet_body_entered
you a body
that has a reference to whatever the Area2D
collided with, you can use it to communicate with it.
For example, you can call a method on it. Which could, of course could be queue_free
:
QUESTION
I used to handle a group of sprites by push them into an array or sprite group which is build-in class in the Phaser. But I am seeking another simple way could get or remove all sprites in an scene. Does anyone have any idea to resolve this? Thanks a lot!
...ANSWER
Answered 2022-Jan-29 at 09:00The Scene has a property children
(link to documentation)
You can get all Sprites, with the command:
QUESTION
I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:
...ANSWER
Answered 2022-Jan-21 at 00:26YourGraphic.setScrollFactor(0,0);
QUESTION
I Am New To Ursana Engine And I Don't Know It Properly. But I Can Make Games In It. But The Problem Is That My Game Doesn't Have Any . So My Game Looks Dead.
Is There Any Way To Make My Game Look Good Using In Ursana Engine?
...ANSWER
Answered 2021-Dec-11 at 20:32You have to add lights and also apply lit_with_shadows_shader
to entities that will receive shadow.
See more here: https://www.ursinaengine.org/cheat_sheet.html#DirectionalLight
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
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Install dstools
Join the Souls modding discord (https://discord.gg/mT2JJjx). Trust us, Dark Souls modding is still difficult, and almost all active modders are in this community and are happy to answer questions.
Unpack your game of choice that you are modding. Use UDSFM for DS1:PTDE and UXM for DS3.
Install the latest version of Unity 2019.1 (free edition works and is what I used).
Create a new project WITH the High-Definition RP (Preview) template. Other templates are not supported.
In the new project go to Window->Package Manager and update High Definition RP to the latest version. Older versions cause massive stuttering with complex maps loaded.
Go to Edit->Project settings and in the Editor section set the Asset Serialization Mode to Force Binary. This saves a massive amount of disk space and makes reading and writing assets much faster.
Download the latest release from the releases section (should be a unity package). Import the package with Assets->Import Package.
IF YOU ARE MODDING SEKIRO: DSTools requires an Oodle DLL to decompress Sekiro assets. This isn't distributed for legal reasons but the DLL can be found in the Sekiro game directory. Drag and drop the oocore6 dll file in the Sekiro directory into your Unity asset browser in the editor (any location should be fine) before attempting to import any assets.
Open the tools with Window->Dark Souls Tools. Click on Set Game Root Directory and select the exe of your desired game.
If modding DS1:PTDE, click on Import DS1 UDSFM Textures. This may take some time, and only needs to be done once.
Click on Import Objs, and then Import Chrs. This imports all the models for enemies and objects. Both may take a long time, but only need to be done once per game.
Finally you can try and import a map. Create a new scene or delete all the scene models in the default scene (leave all the volume and light stuff). By default, only the low resolution collision models are loaded because it's much faster and still allows you to see the level and place enemies. If you want to import the high resolution collision models (used for leg IK), you can check Load high resolution collision. If you want to import all the level geometry, check Load Map piece models. Note that importing level geometry takes a long time and requires a lot of space especially for DS3 maps. Note for DS3 if you want map textures, you have to import all the TPFBHD files with Import TPFBHD for the map you want to load BEFORE importing the map. these are located in the map/mXX directory (where mXX is your target map) in your game's root directory. You need to import all 4 files.
Click import map and select a map. For initial testing, m18_01_00_00 is asylum in DS1, and m40_00_00_00 is Cemetary of Ash in DS3.
Try moving an enemy to a new position by clicking on a basic hollow in the viewport and placing it somewhere else.
Click Export Map. Backup files will automatically be created so don't worry about that. Start a new game and you should see your enemy moved.
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