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Posts from my development of FFGear

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Kaj (comms open)
@kaj.blue
about 1 year ago
Also made this thing to demonstrate how the UV sampling works. Offsetting it between 1-8 and 1-32, making sure it's placed in the center of the pixel, then putting that in the normal UV 0-1 range. A toggle for if it should be on an odd or even row to allow for fading between them.
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Kaj (comms open)
@kaj.blue
about 1 year ago
Metallic dyes are currently not working properly either (not shiny enough) so I'll have to figure something out for that
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Kaj (comms open)
@kaj.blue
about 1 year ago
Goes well apparently. Last one was 200% speed, this one is real time. From 3.5s down to like 0.1s Also I keep forgetting to add alt-text sorry I will do better 😔
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Kaj (comms open)
@kaj.blue
about 1 year ago
Thank you Square Enix for not making the graphics update backwards compatible now I need to make another system
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Kaj (comms open)
@kaj.blue
about 1 year ago
Alright you can now dye things that did not get the Graphics Update treatment. Please do not mind that the model is covered in goop or whatever that is a vital part of the creative process.
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Kaj (comms open)
@kaj.blue
about 1 year ago
I have dataclasses now :D (I barely know what they are)
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Kaj (comms open)
@kaj.blue
about 1 year ago
The pinnacle of programming
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Kaj (comms open)
@kaj.blue
about 1 year ago
Guys what's your favorite flavor of fruit gummy :3
A UI in Blender for selecting FFXIV Dyes, each with an icon showing the color of them instead of just being the name of the dye, it looks sick
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Kaj (comms open)
@kaj.blue
about 1 year ago
So instead of ripping my hairs out over that, you'll just have to make your own with the provided colors. If anyone invents a solution for it I'd be super happy to see it. I might try again in the future too. It's whack though. 🙃
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Kaj (comms open)
@kaj.blue
about 1 year ago
It's getting very close to release ready, just need to figure out on last big feature and then clean up the code so people don't laugh at me too much if they decide to look at it
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Kaj (comms open)
@kaj.blue
12 months ago
This broke dyes though I am going to slide off of a 49 block high platform in a boat in minecraft
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Kaj (comms open)
@kaj.blue
9 months ago
Ok we're down from 64 image textures to one image texture with *really* fancy UVs but it's working!! Texture detail!
A screenshot from blender showing the normal texture on a 3D model. It has different looking textures on different parts of the mesh, but only one image texture is used in the shader editor. A custom node group is used as the UV input to the image texture. The node group takes in the mesh's UVs along with a bunch of additional data to handle transforming this image properly. It also has a "padding" value you can adjust and a collapsed menu of manual controls.
A viewport render of part of the 3D model. It has more details now because of the properly mapped normal texture tiles. These are most visible as leathery wrinkles on the green cloth near the shoulder of the character, as well as further down on the tunic, kind of. Idk what to call it really.
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Kaj (comms open)
@kaj.blue
9 months ago
Ok I'm getting close to actually releasing this for real this time I promise
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Kaj (comms open)
@kaj.blue
9 months ago
I did not
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Kaj (comms open)
@kaj.blue
9 months ago
meddle patch notes ily ramen
A screenshot of an entry in a list, reading "Export Dye ids on equipment"
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Kaj (comms open)
@kaj.blue
8 months ago
Finding some banger "but it works on my machine" bugs, courtesy of me not having used my C drive for any projects in the last half year and just made every single path relative with no backup option
A blender error message reading "Error processing MTRL file: path is on mount 'C:', start on mount 'G:'
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Kaj (comms open)
@kaj.blue
8 months ago
Did they make it 158.06 just to spite me?
A screenshot of some values listed in a .mtrl file, one of which is 158.06 and the other is 126.45. And some other values we don't care about those though.
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