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CreaturePacks - A community entity project

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    [MODLET] CreaturePacks - A community entity project

    CreaturePacks


    This goal of these new modlets is to provide core "Packs" that contains various vanilla compatible and fully featured characters such as bandits, survivors, animals, wandering traders, etc. without breaking EAC or requiring the DMT utility. Included in this test version are samples of each type of character with very basic xml to get them working in game. No balancing of spawn rates, weapon power, etc was attempted.

    There are 5 creature packs:

    0-CreaturePackAnimals - Things like animals, birds, insects etc.
    0-CreaturePackHumans - Various bandits, traders, and survivors and other humanoid rigged entities
    0-CreaturePackMechs - Robots, drones and other mechanical things like SphereBot, the avatar of my modding partner SphereII
    0-CreaturePackZombies - Zombies, you know, dead things that used to be human. Humanoid rigged.
    0-CreaturePackFantasy - Everything else that doesn't fit in the 4 other categories. Swarms, Orcs, Pokemon etc.

    Other character modders have committed to contributing additional characters to this pack like they do to the POI (Buildings) collection called CompoPack. Want to join them? Start here: https://7daystodie.com/forums/showth...tion-Tutorials


    The methods used to make this vanilla compatible were researched and developed over the past 2 years and finally it seems to be working well enough to test. However, this is something very new and challenging to develop so expect imperfections as we work out all the issues. Once initial testing is complete I plan to teach the development workflow to others.

    Features:

    Most characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore, and even the ability to spawn the characters with vanilla or custom weapons just by editing xml. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, as I just started to explore that controller. They also work very well as sleepers in POIs, but stumbling onto a bandit that has a MP7 at close range isn't something you will live to enjoy.

    Hopes and Dreams:

    Beyond hoping that this pack someday contains 100's of new characters, I hope some folks develop custom quests and story lines for some of the characters. Bandits are one thing, but earning a positive faction with the bandit leader by doing some hit jobs for him makes for a better end game.

    Known issues:

    New zombies can use all walktypes but humanoids like bandits and survivors, walktype 7 is used as its the least zombie-ish of the walktypes. On this walktype I only replaced the idle/walk/run animations, and added specific new animations for rifles and bows. Many more need to be added or replaced when time allows but its not bad as is.

    Adding weapons on entity spawn works but, for example Eve and her sideways AK47, requires me figuring out the default rotations of the hand location for guns. Melee worked on the club but I didn't try other melee weapons yet.

    There are currently no footstep sounds when these guys walk or run. Vanilla footsteps require a C# script to trigger sound events and we can not use scripts without breaking EAC. I expect to create a work around for that at some point but for now, look around more.

    I handle character physics differently than vanilla does so there may be issues in this area.

    New idle/walk/run animation blending is basic and will be tuned in later versions. SphereII wrote me a script that logs the values the game passes into the controller recently so now I can see a bit more about the relationship between xml movement values and Unity blend tree values. So everything you see for this test was just guessing at values.

    Installation:

    Just drop the modlets into your MODS folder and have fun. They are not dependent on each other so load the ones you want.

    Compatibility:

    The modlets are named with a prefix of 0- to insure they load before other modlets that will edit the basic xml provided in these core modlets. Nothing in these modlet's xml should change vanilla in a way that collides with other modlets but let me know if it does.

    Testing was done on 18.3 stable.

    Each submitted Unity.3d file (multiple entities in one file) should have a size less than 100 megs for Github compatibility.

    This is NOT compatible at this point with my DMT Bandits and Wandering traders, and maybe not the NPCs as well as there will be duplicates across these mods until that's all cleaned up.


    Terms of Use:

    The goal of everything SphereII and I do is to share information and examples of how to make this game better. So use this for yourselves or as part of a mod you develop for others to enjoy. Giving credit to the author is always a class act, but at least don't be that guy who spends an hour editing someones work and then claims to be the original author.

    Download:

    https://github.com/7D2D/A18Mods Look for the 0-CreaturePacks, but there are other fun things there too, like No Potty Mouth.

    or try:

    https://minhaskamal.github.io/DownGi...urePackAnimals
    https://minhaskamal.github.io/DownGi...urePackFantasy
    https://minhaskamal.github.io/DownGi...turePackHumans
    https://minhaskamal.github.io/DownGi...aturePackMechs
    https://minhaskamal.github.io/DownGi...urePackZombies
    Attached Files
    Last edited by xyth; 1 week ago.

    #2
    Standards


    To promote ease of reusing the characters in future mods and modlets, we think some recommended standards are needed. This is the subject of ongoing discussions, and always subject to revision, but the following are recommended standards for adding new characters to these packs.


    To offer a balance between freedom to choose individual characters and still maintain some organization of kinds of characters, there will be 5 basic character groups: Humans, Zombies, Animals, Mechs, and Fantasy Characters. Each of these will be a modlet containing a resource folder of individual .unity3d asset bundles for each character. The xml for each character will be in xpath format and merged into the master xml files for that modlet.

    Characters should be built to conform to TFP character standards and best practices as much as possible, and function in game like existing TFP characters do, with included ragdolls, rootmotion and gore. Additional information on this will be provided in video tutorials.

    Characters should have descriptive names to help end users know what they might be loading, so names like SnowFox is good if its a Snowfox, but Mylittlepal would be a bad name for a Snowfox.

    Keep the characters low/mid poly and watch texture sizes. Go for 2k texture maps - 1k additional maps. I try to keep most entities under 10 megs. TFP is changing to higher definition zombies, so we will conform to what they do when we get to see that.

    The material index used should be listed in the xml, so modders can do material overrides in xml and know what material they are targeting. For example, the TFP nurse zombie would be: <!-- Retexturing Index: Materials : 0 Body,1 Eyes -->

    LODs are not required, but if added keep those down to 1 or 2 max.

    More will be added here as we go.
    Last edited by xyth; 1 week ago.

    Comment


      #3
      Contributors


      The following community members have donated resources to this project. Please thank them for their contributions!

      I will try to keep this list current.



      DarkStarDragon - Zombies

      GuppyCur - Zombies

      Robeloto - Spider sounds
      Last edited by xyth; 1 week ago.

      Comment


        #4
        Probably don't need this many reserved but who ever knows, right?

        Comment


          #5
          Ok, just 1 more... really, I;m done. Post away now.

          Comment


            #6
            Nicely done! Testing it was pretty cool and I found that their silence was mitigated by their shooting at me or their loud mouth, so the footsteps weren't missed.

            I happened to be testing some other toys when you put this out so I did double testing; all worked out, I'll post the youtube once it's finished processing, because I made a few comments.

            Last edited by Guppycur; 01-17-2020, 03:54 PM.

            Comment


              #7
              @Xyth:
              Great job on the mod and looking forward to even more variety of zombies+NPCs in the future. Perhaps at some point you will incorporate ALL of the zombie models from StompyNZ+Khelldon BadCompany UMA zombies. A couple quick suggestions...

              The non-standard entity naming (placing the class Uppercase at the end, instead of lowercase in the front) might cause some issues for other modlets that use [starts-with(@name, 'zombie')] to mass modify entries. Also, may want to consider adding a banditTemplateMaster or similar entry(even if it is just a verbatim copy of the zombieTemplateMale entry) to use for extending bandits. These may not effect your mod, but should help make it more compatible with other modlets.
              Last edited by Cernwn; 01-17-2020, 07:21 PM.

              Comment


                #8
                Excellent suggestions. I'm developing recommended standards now as basic development is complete. Also, Sphereii and I discussed getting the old UMA bandits working again.

                Comment


                  #9
                  Nice demo Guppy!

                  Comment


                    #10
                    Well, I tried this for 18.3, but I get NRE's when near a trader (I think it's Joel's place), but the errors stop when I go far enough away from it. I'll try 18.2...

                    Comment


                      #11
                      Originally posted by CrypticGirl View Post
                      Well, I tried this for 18.3, but I get NRE's when near a trader (I think it's Joel's place), but the errors stop when I go far enough away from it. I'll try 18.2...
                      I forgot that was reported as an issue before. Likely the 2 joel traders are fighting in the code. Best to just comment out Joeltrader out of the entitygroups till I can look at it.

                      So the only "vanilla" fix is to turn off trading post protection in the trading post POI's prefab's XML. This isnt a very good vanilla solution, so I will comment out the Joeltrader in version 1.01, but for now just remove him from the entitygroups.xml. Thanks for the bug report!
                      Last edited by xyth; 01-18-2020, 01:04 AM.

                      Comment


                        #12
                        Very nice, and a nice demo by Guppy. Thank you for the adorable fox!

                        Comment


                          #13
                          Originally posted by xyth View Post
                          I forgot that was reported as an issue before. Likely the 2 joel traders are fighting in the code. Best to just comment out Joeltrader out of the entitygroups till I can look at it.

                          So the only "vanilla" fix is to turn off trading post protection in the trading post POI's prefab's XML. This isnt a very good vanilla solution, so I will comment out the Joeltrader in version 1.01, but for now just remove him from the entitygroups.xml. Thanks for the bug report!
                          Interestingly, it works just fine in 18.2. But I'll comment it out for 18.3...

                          Comment


                            #14
                            Xyth

                            Looks brilliant man good work xyth and sphereii

                            Comment


                              #15
                              Thanks man!😊

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