Give it a watch!
So, what's the GamePro press CD collection? We put together an explainer
Give it a watch!
It does bring the autowalk doors much closer to the original though.
It does bring the autowalk doors much closer to the original though.
It's been a long month in the real world, and I'm looking forward to sitting down and recapping it in something other than tweets.
All the best, gang. o7
It's been a long month in the real world, and I'm looking forward to sitting down and recapping it in something other than tweets.
All the best, gang. o7
Wanted to finish with something visual, and luckily I found a nice tutorial on how to implement blinking with blendshapes by @evepaints_ -- linked below.
The Shannon model was a commission last year from k_catz on fiverr, briefly shown to the Quest 64 discord.
Wanted to finish with something visual, and luckily I found a nice tutorial on how to implement blinking with blendshapes by @evepaints_ -- linked below.
The Shannon model was a commission last year from k_catz on fiverr, briefly shown to the Quest 64 discord.
There were 2 previous attempts with this with the newer Rigging system, but I learned today that there is just a built-in function for this on the default animator object. Way simpler and just takes a few seconds to set up.
There were 2 previous attempts with this with the newer Rigging system, but I learned today that there is just a built-in function for this on the default animator object. Way simpler and just takes a few seconds to set up.
The stairwell areas are blocked with the lua data, and the stencil issue was just a typo somewhere. The last camera issue is handling collision and closeness, and figuring out why the npcs now talk to you while pouting.
The stairwell areas are blocked with the lua data, and the stencil issue was just a typo somewhere. The last camera issue is handling collision and closeness, and figuring out why the npcs now talk to you while pouting.
Hat-Loving Gamers Packed Presentation! ~ Oct 29, 2025
defaultdnb.github.io/ReCollect64/...
#N64 #ReCollect64
Hat-Loving Gamers Packed Presentation! ~ Oct 29, 2025
defaultdnb.github.io/ReCollect64/...
#N64 #ReCollect64
Adjusted the animation / IK stuff to play nicely with doors and the new 30 fps sim stuff, but the denser layouts are inviting problems with the stencil door trick from last year.
Adjusted the animation / IK stuff to play nicely with doors and the new 30 fps sim stuff, but the denser layouts are inviting problems with the stencil door trick from last year.
Finished the map data exporter with landmine's help, adding npcs and doors between areas. A common question is "how far do you want the project to get", and every tool like this helps that answer extend further out etc.
Finished the map data exporter with landmine's help, adding npcs and doors between areas. A common question is "how far do you want the project to get", and every tool like this helps that answer extend further out etc.
Unglamourous work to get the monastery data lined up with the npc locations + names exported. Will start blocking out tomorrow, too late tonight etc.
Unglamourous work to get the monastery data lined up with the npc locations + names exported. Will start blocking out tomorrow, too late tonight etc.
About 20m in, I remembered why I kept skipping this one. Added a rock dissolve shader and updated the particle event stuff to take a scaling coefficient. The rolling rock dust is too aggressive atm and overall colors feel mushy.
About 20m in, I remembered why I kept skipping this one. Added a rock dissolve shader and updated the particle event stuff to take a scaling coefficient. The rolling rock dust is too aggressive atm and overall colors feel mushy.
The decal thing from magma ball would make it easier to do a dirt trail from the original's sliding rock animation, but the current placeholder has grown on me. Maybe there's another place to use this one.
The decal thing from magma ball would make it easier to do a dirt trail from the original's sliding rock animation, but the current placeholder has grown on me. Maybe there's another place to use this one.
Source: Brian
Quest 64 (N64) by Imagineer
#Brian #Quest64 #N64 #Imagineer #Eggman #SonicTheHedgehog #EggmanPosting
Source: Brian
Quest 64 (N64) by Imagineer
#Brian #Quest64 #N64 #Imagineer #Eggman #SonicTheHedgehog #EggmanPosting
Spent the majority of today's time matching brian's rotation to the fps vs. the original 30 fps sim, but then realized that recording this would not show anything -- "rtx on" etc.
So instead I tied the animator to the sim, and it now does the spin thing.
Spent the majority of today's time matching brian's rotation to the fps vs. the original 30 fps sim, but then realized that recording this would not show anything -- "rtx on" etc.
So instead I tied the animator to the sim, and it now does the spin thing.
This was one of the trickier ones to date, and was the first to require 2 unique shaders -- a wobbly lava one and a decal to let me partially "reveal" a lava texture in the travel path.
Also thinking of doing an october recap vid, lmk if interested.
This was one of the trickier ones to date, and was the first to require 2 unique shaders -- a wobbly lava one and a decal to let me partially "reveal" a lava texture in the travel path.
Also thinking of doing an october recap vid, lmk if interested.