Yet another awesome submission by System G6! The package even has 3 male head variations, plus a target dummy that are not shown in the preview.
For use in a newer version of Blender, it's as easy as selecting each object and adding an armature, then click use nodes under the material tab, and adding a texture node with the right texture as the input to the base color.
For use in Unity, just export the mesh and armature to FBX, ensuring the bake animations box is checked. In Unity under the import settings, put the scale factor 0.5, and set the animation type to Humanoid.
I couldn't resist including these in AnyRPG and they will be in the next release. As always, I've added you to the credits for this.
Thanks and keep up the great work. I'm loving all the packages you are releasing as part of your game. You've created quite the collection of great icons and 3D models that are otherwise missing on OGA as part of a base medieval fantasy kit :)
I've included this pack in AnyRPG 0.14a and added you to the in-game credits.
Do you like the medieval kits published by System G6?
Now you can re-create the environments and characters from Lost In Darkness using AnyRPG.
AnyRPG 0.14a includes a modular character kit, over 60 new medieval prefabs, and some new wizards that allow users to rapidly create games using custom and template content.
A chat input box has been added to the UI that allows players to enter text and have it show in the chat log.
Chat commands are now available. When added to a game, these can be used to perform actions like "/dance" or for cheat codes such as "/gainxp 1000".
Wizards
A New Character Wizard has been added which will accept a character model, and create the unit profile, add the weapon attachments, and set the character as the default player if requested.
A Template Content Wizard has been added which can install over 1000 different common types of scriptable objects to a game, including classes, specializations, weapon skills, trade skills, gathering skills, unit spawners, gathering nodes, and much more.
A New Scene Wizard has been added which can create a new scene using a default empty level, or a user selected scene. It can also configure the ambient sounds, background music, and a teleportation portal to reach the scene from other scenes.
A New Weapon Wizard has been added which can accept a weapon model, and automatically create a weapon handle prefab as well as the weapon item scriptable object that allows the weapon to be used and equipped by the character.
Content
The default mecanim character "Box Man" has been replaced with modular human male and female characters with several variations of head/hair/armor/clothing plus 47 animations each.
A medieval buildings kit with 20 new prefabs has been added.
A medieval crafting stations kit with 3 new crafting stations has been added.
A medieval props kit with 19 new prefabs has been added.
A medieval tavern kit with 20 new prefabs has been added.
A new fishing pole prefab has been added for the fishing skill.
UI Enhancements
Character previews will now continue rotating when the mouse moves outside the area of the preview window while rotating them.
Items will now show their descriptions in tooltips.
Workflow Enhancements
Ability effects can be defined inline on abilities, reducing the number of scriptable objects that need to be created and managed.
Interactable options can be defined inline on characters, reducing the number of scriptable objects that need to be created and managed.
Food, potions, and scrolls take advantage of the new inline ability effect changes, to allow direct creation of these items without the need to manually create the previously required ability effects they needed as dependencies.
Several enhancements have been made to animated (moveable) objects such as doors and gates to allow them to be configured more easily, and allow them to take advantage of baked animations.
Wizard Enhancements
The Screenshot Wizard can now define the screenshot dimensions, and shows a visual preview of the size and content of the screenshot. This allows users to create screenshots that can be used immediately without requiring the use of third party image editing software to crop or resize the image.
The New Game Wizard can now accept all options the New Scene Wizard can, including the ability to user an existing scene from the project as the default scene.
A new type of prefab, the SceneConfig, is now available (and automatically created by the New Game Wizard), which can be placed in any scene to allow pressing play with that scene loaded, bypassing the previous requirement that games could only be loaded from the special loading scene. It also activates the ability to use resource selectors when placed in a scene, as well as allowing any of the wizards to be used from any scene, not just the special game loading scene.
Combat Enhancements
Heal and attack effects can optionally ignore the previously mandatory cast time multiplier that applied to the amount.
Weapon attacks can now do ability damage, bypassing armor.
Crossbow and wand items and weapon skills are now available and have appropriate animations configured.
Attack speed can now be defined on weapon skills, which will allow a minimum time between auto-attacks regardless of how short the attack animation is.
Stealth has been added, which will allow players to sneak up on mobs.
Abilities can now require stealth to be used.
Abilities can now require being behind the target to be used.
Abilities can now require a specific unit type (such as beast or humanoid) as a target.
Other Enhancements
The hand attachment example sword is now one sided to make visual alignment easier.
Gathering skills, crafting skills, and weapon skills now use universal attachments so that non UMA (mecanim) characters can properly hold weapons, tools, and props.
AI Characters will now turn to face the player when interacted with.
Valid pet types can now be defined at the class specialization level.
Status effects can be configured to not save when a game is saved.
Weapons can be configured to use a weapon skill for effects and animations, but not require that a character know that weapon skill to equip and use the weapon.
Resources such as health and mana no longer require stats such as stamina or intellect, and can configured in a game that doesn't use stats.
Bug Fixes
Single clicking the right mouse button will no longer rotate the character to face in the camera direction.
Removing or renaming abilities will no longer cause a null reference error when loading a character that had known that ability.
The minimap wizard will no longer create blank minimaps if the level consists of a single flat plane.
Players should no longer lose their current target if they interact with a trigger such as a floor switch or cutscene.
The Unit Spawn control panel should properly reset values such as extra levels or toughness between uses.
Several bugs related to adding, removing, or loading extra bags with the inventory have been fixed.
The current page number display on paged windows should show correctly.
Several bugs have been fixed with the new game window which were previously triggered when a class was chosen, but no specialization was available.
The vendor sell price of items will be correctly calculated when the buy price is 1 (of any currency).
The load game window will properly show character equipment when the equipment has a higher level requirement than level 1.
The automatic map/minimap images will now properly calculate level size by ignoring skinned mesh renderers.
Several bugs that could lead to null reference errors in the console have been fixed.
This is exactly what I needed. It's quite small and will easily work in a github repo without bloating the repo size. I think it sounds fine too. It doesn't sound like paper to me at all. I'll be using this for a simple eating sound in the next AnyRPG release. I've added you to the in-engine credits. Thanks for posting this!
Do you have a non lossy version of this, such as .wav ?
Do you have a non lossy version of this, such as .wav ?
The bar counter was something I was really lacking until now. I've included this pack in AnyRPG 0.14a and added you to the in-game credits.
You can see it featured in a YouTube video at https://youtu.be/1XVX_nBaMrU
Thanks so much for posting this!
I love the animated doors. I even made a new feature for the AnyRPG Engine 0.14a release just so I could include them and take advantage of them.
I've added you to the in-game credits for this release.
You can see everything featured in a YouTube video at https://youtu.be/1XVX_nBaMrU
Yet another awesome submission by System G6! The package even has 3 male head variations, plus a target dummy that are not shown in the preview.
For use in a newer version of Blender, it's as easy as selecting each object and adding an armature, then click use nodes under the material tab, and adding a texture node with the right texture as the input to the base color.
For use in Unity, just export the mesh and armature to FBX, ensuring the bake animations box is checked. In Unity under the import settings, put the scale factor 0.5, and set the animation type to Humanoid.
I couldn't resist including these in AnyRPG and they will be in the next release. As always, I've added you to the credits for this.
Thanks and keep up the great work. I'm loving all the packages you are releasing as part of your game. You've created quite the collection of great icons and 3D models that are otherwise missing on OGA as part of a base medieval fantasy kit :)
I've included this pack in AnyRPG 0.14a and added you to the in-game credits.
You can see it featured in a YouTube video at https://youtu.be/1XVX_nBaMrU
I love the alchemy bench. It was exactly what I needed. I've included this pack in AnyRPG 0.14a and added you to the in-game credits.
You can see it featured in a YouTube video at https://youtu.be/1XVX_nBaMrU
Great stuff as always. I've included this pack in AnyRPG 0.14a and added you to the in-game credits.
You can see it featured in a YouTube video at https://youtu.be/1XVX_nBaMrU
Do you like the medieval kits published by System G6?
Now you can re-create the environments and characters from Lost In Darkness using AnyRPG.
AnyRPG 0.14a includes a modular character kit, over 60 new medieval prefabs, and some new wizards that allow users to rapidly create games using custom and template content.
A Unity package of this release can be downloaded from https://www.anyrpg.org/downloads
Github source code is available at https://github.com/AnyRPG/AnyRPGCore
Unity Compatibility
This package is compatible with Unity 2020.3.33f1 which can be downloaded from https://unity3d.com/get-unity/download/archive.
General Features
Wizards
Content
UI Enhancements
Workflow Enhancements
Wizard Enhancements
Combat Enhancements
Other Enhancements
Bug Fixes
This is exactly what I needed. It's quite small and will easily work in a github repo without bloating the repo size.
I think it sounds fine too. It doesn't sound like paper to me at all.
I'll be using this for a simple eating sound in the next AnyRPG release.
I've added you to the in-engine credits.
Thanks for posting this!
Or like twitter, simply "Following"
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