Then yeah, the Studio mode is the best option then with the whole "no thanks" and "exclusive" fears. Because of how people also want free stuff you can't really get people's true thoughts.
Posts by ArcticuKitsu
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As I've told Red51 I'm fine if he releases the Rising World soundtrack. Take your time, make it good. If needed. I'm all up for it. Also, TL:DR: I'm in the 'Yes' camp for DLC, ONLY if we focus on 'Rising World Soundtrack' and 'Rising World Studio Mode'
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Rising World - Studio Mode (External DLC):
What I told Red51 is that if push comes to shove he should look into how other games are doing things by releasing a separate game mode for an additional fee. For Illusion Games Studio games (Koikatsu, Artificial Academy, Honey Select, etc) he could have a 'Studio Mode' allowing us to preview models, animations, inject our own models & animations, and even object related things. Even do various scans of models without corrupting our "test worlds" or "main worlds" by using this external program to do various checks.
Other indie developers have either become "too bored" or "too frustrated" they started working on side projects to keep them sane (and as a support item), something Illusion Games Studio had done from the get-go. Studio modes tend to be overly popular, and would be handy in Rising World's case when dealing with modded entities (humans, objects, vehicles, blueprints, etc).
- Characters being set up in a pose, and various animations (pre-determined scenery).
- Showing animations, poses, custom characters, settings for character expressions, what to pose, etc.
- Setting up a scene with furniture, characters, various animations. Camera controls.
This could also help if it's tied in with Blueprints, external models desiring to be imported into Rising World, and etc. This would be handy to view things "on the go" using Rising World checks, to view things, or to do dependency checks. Far more useful if one has a laptop or a Steam Deck to view things "on the go". Or maybe just something "more casual" to pass the time. Nothing lewd (as Illusion games tend to be, they they can also be kept tame), just something to view making sure you're having a good day or it checks out in Rising World's dependencies. If Red51 can make it so we can view the default, view models being imported into Rising World, or even use it to set up a scene (selecting biomes) in an 30mx30m radius, for example, then that would make it a worthwhile DLC. An overly helpful one. It would be something people would genuinely go for, more so for those who blueprint and mod. Maybe even the casual players also in curiousity.
Might as well take note from the Japanese to have fun externally in Rising World. This would be an external asset. You have Rising World (Java/Unity), then you have RW-Studio.exe as a secondary thing. That's how Illusion Game stuff works. I'm even seeing the same for other indie games on Steam doing the same so it's not a road not untraveled. It's a fairly traveled road, even if it may be low-grade gravel road or an upkept gravel road. It's worth traveling. It would be wise for Rising World to do the same, more so when seeing the whole Plugin API/Modding API in its future. If Red51 desires to support external models, such as VRoid/VRM then this could be far more helpful than expected.
Everything is up to Red51, I'm just trying to help him with lessons already learned in the indie circle. If Studio Mode is something he is capable of doing then I'll wish him the best. If not, then that's a shame. It is what it is, I'm only trying to help. I feel this would be the most worthwhile thing to have, especially when it comes to the Plugin/Modding API later to use this as a quality software to check if something works (externally), or if more tweaking should be needed without booting up Rising World 50,024 times over.
(If you need me to reclarify something I'll be more than happy to do so.)
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Found a better app thanks to the Japanese community I'm in.
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WIDAR:Scan your items and objects into a 3D form, touch it up, register for WIDAR, download the necessary files, and import it into a game that supports it. I intended it for VRChat, it can also be used in Rising World Java (eventually Unity version, hopefully). If Red51 can make things seemless, and if people would support this method, it would make Rising World that much better.
Scanning my 'Shinki Renge', a proud figure I have taken pictures of since 2010. I've single-handedly made this figure overly popular, but that's beside the point.
You have to actually walk around the figure, not do as I did by trying to 'lazy susan' your way in place. The app needs to know references to scan around it. Use a white background, maybe a dark base (contrast is key), and carefully walk around your object to make it into a proper 3D model.
For the fun of it I even scanned a bike I was lent to be used later in both VRChat & Rising World. I'm still planning to heavily use this app for both game's purposes.
I'm thankful to the Japanese community for showing how to push things further. How to be true to one's self and one's hobby. I'm trying to learn from them, even trying to do the same myself, I'm however purposely stalled out, ghosted, or just not allowed to do things for whatever reason. I'll keep trying to make use of WIDAR by making sense of it VRChat side until time is right for when Rising World is ready for it. It's possible in Java, just not in Unity. When people are ready to have their own proud possessions and materials scanned into and added into Rising World I can't wait to see them boast about it in the screenshots section. People seem needlessly reserved at times, even to a fault. I'd be happy possibly even seeing people uploading their WIDAR as blueprints in the blueprints section?
The choice is in people's hands, I'm just here trying to make everything "better" with more options. People love showing their 'Creative mode' builds, I'm here giving you more options.
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I see Genshin Impact, just not Rising World. Hmm.
Good luck with whatever Red51 is planning, even if it may be devious and filled with pranks.
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Having said that, it will be possible to load custom vehicles through the Plugin API. Since blueprints could be exported to .obj format, you could basically create a vehicle ingame from blocks, then blueprint it and export the blueprint - that model could then be loaded through the API (although it would require a few additional steps, like setting up textures etc)
This is the answer I've been looking for without knowing it. There is always an answer and solution to everything, now happy knowing there shall be a nice workaround in making it happen. Makes me curious to see how well that shall be handled.
I honestly can't wait for when the Plugin API comes around to allow me to make use of that HMCS Haida model. The other developers frustrate the hell out of me so I hope there is an actual logical and rational way of having it implemented again. I need to look into that again just to see what to expect later, it was noted. I need to re-read it over. There has to be a way, I just need to stop spacing out too much and forgetting things.
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Well, I'm admiring what we're seeing in the Unity version. Looking much better (more polished) than the Java version.
https://steamcommunity.com/lin…evelopment/member/red5111
- Underwater Sealife (plants)
- Volcanic Biome:
- Desert Biome:
- Crafting Stations:
- Underground Ores:
- Cave (ice):
- Cave (Hell):
We have some very nice biomes to look forward to. I'm impressed, especially with the ice cave. The volcanic biome reminds me of the Lego World game, Rising World having a nicer realistic touch to it. The hell cave is interesting as well, too lit. Too hot.
Crafting stations & ores making their return. Nice stuff. Shall be nice seeing them, with boats, making our way around the world. I'm hoping the worlds are actually oddly shaped as to be unpredictable. Every discovery being a mystery.
I'm figuring I'd be lingering more in the underwater, volcanic, and ice-cave biome area. I hope you can actually build in the ice cave without anything melting. Underground igloo type deal. I was confused as to why the Ice biome was the way it was, it's ice. I assumed it was something else making wonder why it was so "trippy". I'm too tired, my neck hurts....... I'm more oblivious to things as time goes on. I'm however happy I can soon colonize Rising World's biomes.
This is a very nice update for the foundation of the Unity version, sets high expectations for future releases.
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Unfortunately the only way would be to create a screenshot of the map, then upload it as poster For the new version, we may add a feature to use map data directly for posters, but unfortunately I can't say whether or when such a feature would be implemented... first we have to get the new version a bit more fleshed out in general
This needs to be done when the time is right. Would be fun posting your map up as a poster, hopefully with better resolution. Hope we can also get various sorts of map styles to chart with.
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Having some fun with more Asian oriented games finding neat features which would compliment Rising World in interesting ways. The better its implemented into Rising World the more fun it shall be.
Genshin Impact - Four Leaf Sigil:
Think of the hook used in the 'Zelda - Ocarina of Time' (N64), or any hook-shots to travel around the terrain. Even Spider-man web-swinning, if it helps you imagine it better. It's a bit annoying to use in Genshin Impact having to be timed properly, though when it works it works great.
Explains how to use the 'Four-Leaf Sigil'.
When you connect one with the next you end up feeling like Spider-man. Having this feature in Rising World as a hook shot would be acceptable, though being able to place or even mod them in would be an even more interesting way to get around. If we want to tie it into Rising World lore they could probably even be tied to the potential Fantasy Biome, Red51 willing.
I'm getting far too "spoiled" by Asian games, but not in the "spoiled" term. It's just more fun being able to do more fun things.
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That moment where I'm left waiting, and waiting, and waiting for other games to do simple things and it just doesn't happen. Then, when it does happen it's always left out of reach, done wrongly, or just improperly implemented. This post also served as a self-note for me to make note of something I want to add into Rising World via modding purposes. As such with NPCs, I would also love the ability to add in vehicles other developers have been cutting corners to implement into Rising World using Rising World's eventual API.
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Importing NPCs models (VRoid, VRM, etc):
Basicacally importing models using the VRM, Vroid, and other similar ways to make use of in Rising World. The game already has a system set up to handle various files VRM and other files use, just need to make them fully compatible Rising World side. Have a support system for Pixiv's Booth store site.
(This has been discussed with Red51, only making note of it. Do not quote or reply to this, we've already touched upon this a few times with no need to be the dead horse. I'm only noting it to keep things noted. I'll wait for the NPC Update and the necessary API stuff.)
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Importing Objects, Vehicles, and etc:
Similar to NPCs, it would be handy to import vehicles, objects, and other sorts into the game in a similar manner to the above. It had been done with furniture in Java, needs to be expanded upon for Unity version. I'm constantly getting peeved off with developers and gamers making up lame excuses as to why something can't be done in games forcing me to ask Rising World for its compatibility. Rising World already had a cars plugin, we need a more powerful API for it.
I have various vehicles I would love to import into Rising World if Red51 can't implement it himself. I'm just fed up with other game developers being idiotic preventing me from connecting with various vehicles.
Land Vehicle:
For tanks it would be a bonus, though not necessary, if tanks could fire from their turret. These vehicles could stay passive as museum pieces. Various vehicles I could probably find online, or just have someone rip them from War Thunder.
- Ram 1 & 2 tank
- Skink
Boats:
Various boats I desire, yet am not allowed to have thanks to various game developers fearing what they shouldn't fear. I simply desire them to be controllable, can float. Would be a bonus if they could fire weaponry, though don't expect it. Can be basic turret firing, or none at all.
- Canadian Tribal Destroyer - (Model acquired, no current use in Rising World.)
- HMCS Sackville (K181) - https://www.artstation.com/artwork/Ze50x1 (I don't know how to acquire this model) or (https://www.cadnav.com/3d-models/model-10969.html)
I have access to a free model of a WW2 era Tribal Class Destroyer. Making it pilotable for Rising World should be an interesting task, if given permission to do so on Red51's side via API, etc. Even if they're generic, I would love to have them in vanilla form.
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Bonus:
This last one is for Red51 to use if he ever needs a schematic for a fishing boat. Free of charge. Sorry for the blurriness, I do hope it serves you well, Red51.
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I saw Shift + Arrow keys and only that. No Page-up or down. And when I did page-up/down it did something different at the time. Who the hell knows......
It works now so I'm happy so I'll let you both have the credit and continue plotting/planning things out. -
As Skarafass mentioned, you can change the length or height of the element by pressing Shift + Page up / Page down
The reason why this works a bit different compared to the Java version is that elements can now be resized in 3 directions (length, width, depth), while in the Java version, it was only possible to resize them in 2 directions...
You can, however, change that behaviour (to make it work like in the Java version): To do that, go to the settings -> Miscellaneous -> scroll down to the "Building" section and change "Resize Mode" to "Legacy". This enables you to resize elements just by using Shift + Arrow keys (similar to how it worked in the Java version).
We would love to make that part a bit more straigthforward, but I must admit that I have no idea how to do that without taking away too much control We could enable the "Legacy" Resize Mode by default, since that works quite well for certain shapes, but this mode can be annoying when it comes to blocks, especially if you want to make thin blocks, similar to planks in the Java version... some people have suggested to reintroduce planks, but I'm not sure if that's really the way to go (certainly this would only make sense if the Legacy Resize Mode really becomes the default mode)...
I now wonder if I somehow missed the 'shift + Page up / Down' portion, IF Avanar mentioned it. It worked, and I'm happy it worked. This is fine now, I'm happy. Thank you red51, and thank you guys.
I may be a little tipsy during this exact posting, I just want to say this is awesome. Works as mostly intended and desired. A few flaws, though is nice. I'll try to work on this more when I have time and not so tipsy.
Labour Day, and I'm planning something special. -
Is your problem to extend the building element or to keep this shape?
To extend it, as you would planks and beams in Java. I should have made a clear point above or under the image. I want to be able to extend it as a rod, not a stub. Every time I try various suggestions, even what was natural in Java, it simply twirls, rotates, or stays in its spot.
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Been having this issue for awhile, even pressing every known key on the keyboard. I even used F1, asked on Discord..... I'm "almost" at "wits end" trying to figure this out. I haven't posted about this for a few days because of other priorities (sharing my trip to Vancouver, work, etc), but yeah. One of my blueprints stalled out preventing me from uploading an updated version. This also would prevent me from building future structures with what would be considered "spam building".
(Problem: Unable to extend it lengthy wise causing it to end up spinning it in place. It rotates, spins, or even flips 180 instead of extending as a log/plank would in PNB.)
I was told (via Discord) "to make it longer". Smartass, don't piss me off. I was then told the old Java way, that is what I've originally been doing. I would love to make that rod longer, the PNB Java way, to replace the gate that wasn't carried over from Java to Unity. It would be weird to just spam it one after another. I hope there is a way to keep some form of PNB element to rods and rectangles.
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I wonder if Red51 is curious he can breath a bit of relief after I requested this ship type so many times in Rising World. This is a very good ship to have as your "big ship" in the ocean transport world. Joking aside, I'm loving this SS Nomadic. I'll give it a whirl when I'm able to see what I can do with it. Thanks for sharing this beauty of a ship, now immortalized in Rising World
Gave you a trophy, drakonas. Here, have another
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I'm aware Red51 said what he said about Vroid, VRM, etc. I still have to make note of it with how I'm tuned into the whole VRChat avatar, Booth, and various other sides. If Rising World can tap into SOME elements of what VRChat taps into it'll appeal far better than the overly frustrating Minecraft experience. It'll gain high amounts of traction simply for its customization feature. I'm still waiting on Rising World (not to pressure Red51) for its biome update, even patiently waiting (anticipating) for the time I can command boats (saw my friend play 'Sea of Thieves' with awesome water shaders), and railway, and NPC companions. Everything I see I desire for Rising World. It's a nasty itch I can't cure. We're nearly there to the next updates though.
Manjuu Japan (those who host made Azur Lane in Japan) recently released a character model for both MMD & VRChat side (using Unity) to which we can freely import a character (based on an IRL ship) into VRChat. This Amagi is based off of the real-world Battlecruiser from the Imperial Japanese Navy from World War 2, just personified. Why? We view ships as feminine, Japan & China both took off with that concept in an anime way. Google up both 'Kantai Collection' and 'Azur Lane'.
- Default Amagi-Chan world with public avatars.
My Amagi-chan character I painfully uploaded with a friend's help. He was busy, and probably pissed off at me, even then he was still helpful. I'm thankful for the amount of patience he has with me. The files were messy to the point even a formal tweet noting how they shall re-upload a properly clean file for VRChat's use.
August 29, 20:00 postscript:
We have received reports that the data is incomplete and the scope of modification is unknown, and will be uploaded again after corrections are made at a later date. We apologize for the inconvenience, but we would appreciate it if you could wait for the corrected data.Yeah, they really screwed that up. Nobody tested it, nor reviewed it. It was insane how much we had to poke in the dark just to get the model to work in its clunky, messy, and incomplete state. I know how to handle it now, special thanks to my friend.
- VRChat - Amagi-chan using desktop mode camera.
(If I was in VR mode I could have gotten more out of little Amagi-chan by posting better images.)
My colour modification of Amagi-chan turning her hair white into a 'Ghost' version. Why? I have a fascination of ice-type entities thanks to Anime. View 'Kitsune', fox spirits in Japan... Arctic Fox... White fur, blue eyes...... Yeah.
Now, once Rising World reaches this step again (the above image loosely appears to be Rising World-esque) I shall be attempting to import models into Rising World in a similar manner as I had done with VRChat stuff and Rising World's Java 'Static Model' plugin. Even if I have to peeve people off, I will do it one way or another.
And yes, Red51 (as of the time of this posting) still has to prioritize the main world's Biome update and NPC Update. I understand, and I want him to. I however can't wait for the time to do what I have done in VRChat. Let me import models. Take advantage, maybe sponsorships can happen. Have certain demo worlds host custom models for Rising World. Mining avatars, or even tap into the Japanese market via anime sponsorships. Never know.
(I've already started importing static models into Rising World Java with Gundam, Pokemon GO, etc. Can't wait for actual NPCS, hence why I'm sharing this hype. Rising World tapping into VRChat stuff would be a goldmine of awesomeness.)
The friend I peeved off also showed me this plugin for VRChat, something I hope is a natural addition to Rising World. Having NPCs follow you in a similar manner as displayed in this booth page with 'Among us' follower.
https://booth.pm/en/items/3872107
This has been what I've been seeking since the beginning, even before and during Rising World's 2015 era. Just having companions, something I've done in Skyrim and Dragon's Dogma. Having them in an open world is what I'm basically trying to say here.
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At one point I was building RMS Nomadic but that turned out weirdly shaped so I scraped the idea in Java version at the moment I'm trying to work on HMY Britannia don't know how that is going turn out been working on it for a while Hull is done all it need just details you can see it in a background of my Titanic pics.
As for RMS Nomadic I might build that as well as a little extra to sit next to Titanic as a little passenger tender
Damn, you've got insane amounts of skill and patience, more than I ever could have. Funny thing is, my patience is even greater than those in my social circle. Even then, this is wild. I'm interested in your HMY Britannia ship, also because I used to live near Britannia Beach in Ottawa (Also visited Britannia mines in Vancouver).
And nice. Makes me happy reading that, have to keep our history preserved in various ways
Here are few pics of HMY Britannia and I have started working on RMS Nomadic not much yet working out the shape and size
Excellent pics. Those WIPs are nice. YAY to RMS Nomadic
I'll be lurking, seeing what you have sorted out. This is amazing.
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The scale of your builds is insane. I'm just in constant amazement here......
not everything will be build only main areas such as few luxury cabins
Fair. Only the major areas. Can always copy-paste the passenger cabins.
as for furniture I'm waiting for new update to see what it has to offer for new building items maybe more doors to select from and new furniture that would be more suited to Titanic
Exactly. As I noted that is a big issue right now, though can always PNB it in various ways until then.
Yes in survival mode it might be tricky to build it if you will have to gather all the resources that requires for it to be build from blueprint then it will be needed alot of it that will take long time of "mining and grinding
Yeah, there's that, the fear of scale, and how you have to swim and place the object, or whatever. survival mode makes things more tedious. I don't mind mining and grinding for materials, it's something I'll eventually have to do. The scale is what gets me having to piece it all together.
and for the water update I hope that oceans will be big enough to make it fit. how cool it would be to sail it like Storworks build a custom ship and sail in the ocean
Again, the scale. Yup, hope everything goes smoothly. I genuinely hope I can find an area to make it fit (your final version, that is).
I have Stormworks, never could make it work well survival wise. Do love the concept. As for sailing the Titanic? I would love it, I wouldn't mind RMS Normadic, Titanic's little sister ship still preserved in the UK. I would LOVE to cmmand the RMS Nomadic, the perfect scale for Rising World.
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Here, have a trophy for all your hard work. I would send you a real one if I knew who you are. Good stuff! Missing tables, chairs, etc but I guess that may come as updates release. Not picky, so awesome stuff. Your Titanic always amazes me, especially in my Unity demo world.
I've been wondering where and how to set up your Titanic once we go survival mode in the future updates. Going to be a struggle getting it fit into the world survival wise.
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This post contains Blueprints.
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- (Java/Unity) - Medieval Smelt (Dungeon):
A sheltered hut type structure to deal with smelting needs. This structure is also a part of my surface dungeon town, now here for sharing. Each side able to hold giant smelters, middle sections able to contain chests. A few tweaks may be necessary for Unity side to deal with new player size. May have to scale up the building by a fair amount, or simply widen it, or tweak it. Built in Java.
>Blueprint:
Medieval_Smelt_Dungeon_1661288979.blueprint
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- (Java/Unity) - Fishing Hut/Shelter:
Just a very simplistic tent-like shelter to handle your chests, barrels, and other basic storage areas to handle fish. That, or you can place your bed, etc.
>Blueprint:
Fishing_Hut_1661230725.blueprint
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- (Java/Unity) - Medieval Tower (Dungeon):
A rough appearing log tower belonging to my surface dungeon town, one to view the surrounding area. This tower caused Java's PNB to glitch out with logs sticking out, etc. It's mainly complete, though may require a few touch ups to the user's tastes (very few elements gone missing). Recommended to scale the size to 1.15 for Unity, though kept as is for Java side. Have to crouch when you reach the top stairway portion.
(Original on the right, scaled up 1.15 on left.)
>Blueprint:
Medieval_Tower_Dungeon_1661288886.blueprint
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Enjoy. I'll slow down my posting here on out to polish up my more detailed builds. Have fun o7
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This post contains Blueprints.
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- (Java/Unity) Fishing "House":
A "house" (more like a spot to cook and eat) created to store various fish, cook them, and just chill. A few elements are missing, though touchups may be necessary here and there. Not tied to any settlement, mainly a random building out in the middle of nowhere near a body of water.
>Blueprint:
Fishing_House_1661230954.blueprint
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- (Java/Unity) - Medieval Fishing (Dungeon):
This fishing 'hut' is dedicated to purely cooking and handling fish. It was located at an ocean-side harbour dealing with cooking fish up into a nice tasty treat. As for the 'dungeon' attached to the name? It's a part of my 'Dungeon town', a touristy area with a surface dungeon still sticking out of the ground. A few decorative elements have gone missing on the sides. A few tweaks may be necessary to handle new player height.
>Blueprint:
Medieval_Fishing_Dungeon_1661289048.blueprint
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- (Java/Unity) - Medieval Home (Dungeon):
A building I've built dedicated to the surface dungeon, hence the (Dungeon) tag in its name. Part of my surface dungeon town, also being mostly built out of 'PNB' elements. It has three floors: The foundation area, the living area (with two rooms), and an attic. This building pushed my PNB skills to the limit forcing me to curse and vent when I first had to deal with PNB. It was a painfully rewarding experience. Certain things were not going my way making me love this structure all that much more. No pain, no gain.
A ladder to the attic is required, as with a few tweaks for your own personal tastes.
- Main Floor (For crafting stations, etc)
- Second Floor (room 1). Also missing banisters and a ladder.
- Room 2 - Bed frame to hold a futon.
- The attic.
> Blueprint:
Medieval_Home_Dungeon_1661288763.blueprint
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A few flaws have been spotted after the fact... They appeared fine at a glance, though the more I examined each blueprint the more flaws I've noticed. My bad.
The 'Arcticu Garden (Park)' blueprint requires grass blocks in a future update. The loam needs to be swapped back into a grass block. It shall be re-uploaded for when the necessary materials are re-obtained.
A few incomplete sections have been spotted with the Canadian Tower. I won't remove the blueprint (same with the garden), I however will upload a more complete Unity blueprint at a later date. I'll keep the blueprints for people to fiddle with. I know I missed areas, I already filled them up on my side. I'm also having to relearn how to use the new PNB system desiring to get rods out of cylinder shapes. Once I figure that out then I'll reupload any updated blueprints. Feel free to fill in areas you see incomplete, or alter it. Just don't claim it as my own.
I'm very proud of my Canadian Tower, and same with Kitsu Tower. Treat those with respect. Going to spend time cleaning up my other blueprints.