UPBGE 0.2.5 FREE ASSETS (post your suggestions)

I make stuffs MY rules. This means:

·Small texture sizes
·Lowpoly as all hell
·GPL’d

Wanna use anything here for your projects? Then:

·Share the source (link to repo is enough)
·You can modify
·You can sell
·If you modify, be a bro and share your mods

That covers the bases; if you have any questions then ask away.


WHERE IS THE STUFF?

This here repo is where I will upload things:

And what’s in there?

  • Material-making tools
  • Materials made with those tools
  • A panel for quickly creating and editing materials
  • Nodegroups and my awesome shader
  • An archiver for the textures (mesh data WIP)
  • [WIP] Terrain tools
  • [WIP] A custom blend-data link/append util

One hurdle you’ll have to go through: downloading some dependencies.

Why? Well, because rather than eating up my bandwidth with a million PNGs and OBJs, data for the project is going to be saved in custom, highly-compressed formats. To unpack these, you will need BlackMagic – which you can get here:

Just unpack the zip into UPBGE_ASSETS and you should be good to go.

Builds of BlackMagic for Linux & Mac: Nonexistent.

  • Me moving to Linux: pending. It’ll happen someday.
  • Me *ever* making builds for MacOS: not going to happen.

Right now it only applies to textures, but that is soon to change.


LYEB COULD YOU WORK ON… ?

Regarding assets: Of course I’m only going to do the lo-fi things I do; but I actually want __YOU__ to tell me what you’d like to see more of. Sci-fi? Western? WWII? Go ahead and do that – or don’t, and I’ll simply default to making whatever I feel like.

As far as code is concerned: If you have an idea for a tool or feature that’s lacking then you can pitch it to me, but be sensible about it; there are some things I can’t do.


I ALSO WANT TO MAKE STUFFS

Want to contribute? If you don’t know where to start, you can message me.

All documentation pending. Explaining is tough.

Tutorials on how to use my tools also very much pending. For now there’s these videos, if you’re up for doing some figuring out on your own.


Final note: I’ve decided to fully integrate this with the larger project I have going on with my little framework and ESPECTRO shell – but that will take time.

As for 0.3.0 users who might want to use any tools or assets you can work on porting things yourselves, I’m never gonna do it; but please, feel free to ask me questions if my code doesn’t make any sense.

Will edit this thread to death and back as time goes.

Okay, since all theme suggestions for BGMC are just as terrible as usual I will instead do my own thing and work on solving this problem.

I authored the *.JOJ image format for my own needs, it turns every float into a six-bit mini; pass that through any compressor and the bump in redundancy does wonders for file size. And it just so happens, I’ve got these zlib wrappers I wrote forever ago just lying around…

With a little bit of porting stuff from dsm I was able to slap some functions on a dll that gets called from python; read blend data, pass it to my C, profit.

Images potentially eating up my bandwitdh out of the way, I’ll add a *.JOJ decoder for Blender and then do a similar thing for meshes because who knew, I also authored formats for that.

Okay, I perfected the *.JOJ encoder, built binaries for Windows and did some basic interfacing to call it from Blender through lytools.

You can get the cool stuff at:

For anyone interested in snooping around (or pointing out silly mistakes), the wrapping happens here and the packing/unpacking calls are made over here.

I’m now moving on to mesh compression that’s in a similar vein, and then probably a group/batch editor of sorts to handle mixing-and-matching of small pieces.