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Titan

Tech Artist
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Posts posted by Titan

  1. Things you will need to download:
    FBX Converter - https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives
    BF Model Viewer - https://drive.google.com/file/d/1O0SdQE3Jo0HECUZjbLhbdauZhHoLibAU/view
    Blender - https://www.blender.org/download/ 

    To start off, make sure you exported all the models from BF into the BFModels folder in BFModelViewer folder. Open BFModelViewer.exe, choose your graphics options, and hit Play!. Navigate to your choice of model .drs, as an example I'll take skel_human_claw > unit_striker.drs and hit Export to FBX. Next go to that folder \BFModels\skel_human_claw\unit_striker.fbx, open FBX Converter, and drag and drop your unit_striker.fbx.fbx file into the left side of FBX Converter. On the right, change FBX Save Mode to Binary and hit Convert. Back in the folder, you'll now see it made another folder called FBX 2013 and in there is the .fbx file you'll need to import into Blender. So Open Blender, File > Import > Import FBX, navigate to that FBX 2013 folder, and import it (no need to change options).

    To get textures working, go to the Shading tab and you'll have to go back to the \skel_human_claw\ folder and create a new texture, add a image texture, or drag and drop the .dds files (ex. unit_striker_col.dds) from the folder directly. Next, create a Mapping and Texture Coordinate node (CTRL+T if you have Node Wrangler enabled) and connect them together. Connect the unit_striker_col.dds to the Color node on the Principled BSDF. You'll notice the textures are not right, so you need to change the Y Scale on the Mapping node to -1.000 instead of 1.000, then you should see it looks correct. You will also need to connect the _par and _nor files to their respective places as I have shown in the attached image (Separate Color = Separate RGB depending on Blender version). And now you should have a fully textured Battleforge model in Blender.

    If you want to change the textures, you'll need to flip the UVs manually instead of using Y Scale: -1.000 on the Mapping node. To do that, go to UV editing tab, select all (A), and invert them on the Y axis (you can just type S, Y, -1) to show them correctly.

    tut_image.png

    Metagross31 and Zyna like this
  2. Isn't it only Stone Tempest that went up and then only 10? What other cards are more expensive? Bandits being underwhelming sounds bad? Can't you just run away before Minefield activates thus making it a waste of power? You could join the Balancing Discord and see the balance changes in the forums, obviously devs aren't going to see what's written in game when it goes away after people type more.

    I don't agree with some of the changes, but I'm no expert, and a game that doesn't change will just stay boring and stale and never keep a player base. Just wait until stonekin get buffed, I'm sure they'll see more changes very soon. 😉

    WatcherOfSky likes this
  3. NAME: NO BRAKES ON THIS DAMAGE TRAIN, CHOO CHOO

    DESCRIPTION: Disintegrating stonekin units on Bad Harvest are not stopped from attacking if they are also being taunted [by Frenetic (P)] at the time it starts being disintegrated.

    REPRODUCIBILITY: @Donaar has been able to consistently reproduce it 2x in a row by using Frenetic on a group of enemies with a nearby Church of Negation.

    SCREENSHOT/VIDEO: https://cdn.discordapp.com/attachments/594960703417483277/1017516517778280519/disintegrate.webm

    ADDITIONAL INFORMATION: Other times this is reproducible is with mind controlling a Rageflame while it's attacking on Raven's End, but I don't have evidence of it on hand and it may be a separate issue.

  4. NAME: Invisible Nightguards when spawned by other players

    DESCRIPTION: When Nightguards are spawned by other players in some maps (or seemingly at random depending on what was loaded into memory I'm guessing), they are invisible for players that don't have Nightguard in their decks. I believe this may have to do with how the textures are compressed as some other units have incorrect texture compression in my experience.

    REPRODUCIBILITY: Launch a fresh battleforge game without ever seeing a nightguard played or having one in your deck. Play the map "Titans", any position should work. Rotate your camera away from other players (to be safe) and have another player spawn a couple nightguard out of your camera view.

    ADDITIONAL INFORMATION: Attached are quickly re-compressed textures that worked for me.

  5. NAME: Offering sets cards on cooldown
    DESCRIPTION: When you use up a card until it's at 0 charges and wait for it to recharge 1 charge, then use Offering, any cards that recharged 1 charge  and Offering increased to 2 or more will go on cooldown after you bring them to 1 charge remaining. This only happens when using Offering while a summoned unit is still in it's summoning animation.
    REPRODUCIBILITY: Always happens. For an example, play Thugs until you have 0, wait for it to recharge to 1. Next summon a Wrecker and use Offering (Green) on the Wrecker as soon as possible (spam it). Now Thugs will have 2 charges. Summon another Thugs and you will see it is now on cooldown. You can use offering multiple times to have more charges, but as soon as it goes back to 1 charge, it will go on cooldown. This works with any card, so you can use bring Harvester to 1 then spawn another easily long animation like Bloodhorn and use Offering (Blue) on it for the same effect.
    SCREENSHOT: Attached.
    LOG: Attached.

    _log_proxy_latest.log

    Cocofang likes this
  6.  

    9 hours ago, chickennoodler said:

    I hate this suggestion macabi.

     

    If anything, we should be INCREASING orb restriction

    The entire purpose of the game is to think around this.

     

    The game is not supposed to be "use enlightenment" or "splash Green" 24/7

    Increasing orb restrictions would only make the game worse by decreasing the amount of combinations making "use enlightenment" more necessary.

    macabi likes this
  7. On 2/15/2019 at 5:20 AM, Venomlord said:

    If the devs of Battleforge had that opinion then Battleforge would had never get any balance patch ever. Because when the Juggernaut would be able to kill every unit with 2 strikes and you find that unfair and cheap and you dont like him because of that, then dont use him Right? PvP would be an mess, if new Cards are too op and you dislike the braindead playstyle of that, dont use this op Cards. Of Course you will lose probably every PvP game if you dont use this crazy op Cards. Because everyone would use powerfull Cards over lame Cards. But hey if you dont like them dont use it!

    Who cares About balance, dont Change any Card please. Lets make the game just like you remember as an kid, it is unfair if you could not use your favourite op Cards and make more useless Cards more viable. You are used to that Card it would be an Miracle if we would implement more tacticts that would increase diversity. Lets just Keep everything like it is now, i mean Change is bad Right?

    It's not about not balancing, but everyone talks as if "balance" is making Amii Monument or whatever card completely useless by making something cost so much that it's not even viable in PvE, nevermind PvP; Let me tell you, that's not balance. This kind of talk is the reason why there's completely useless cards now, like Mortar Tower or Mindweaver for example. You have to take into account that not everyone plays at the same skill level and extremely nerfing cards that (while it might be a crutch) they need to do a singleplayer map should be out of the question; Also not everyone plays PvP and while it would be nice to have a separate balance between the 2, it's just not something EA ever implemented so you have to balance for both.

    @Karl Lavafeld, maybe you misread, but I never said "you can't use kind regards". Saying "... "learn to play" lol. And what u say is just wrong. Just read the posts before then u learn something." then saying "Kind regards" is ironic and can come off as provoking or ignorant. And you can calm down with the "What have you ever done for the community?" defensive e-peen flexing bullshit.

  8. Just ban certain cards from speedruns if you want, like most other speedruns in games. There's no reason to rebalance the whole game just because you feel like it's "cheap" or "makes the game too easy". Just don't use that card if you think that and you'll lose nothing by not playing it, while others that want to use it will lose nothing by it not being changed. I feel the same can be said for any card really.

    "The game is too easy with x card" is just competitive whining when you can easily just not use x card.

    EDIT: And for future reference, saying "Kind regards" or something like that at the end of your post doesn't excuse you for anything excessively negative you said above it.

    Lavos2018 likes this
  9. Worked as every form of Tech Support possible, went to school for 3D Graphic Design, but currently unable to work because of health issues stemming from the stress of working 100+ hours a week for years. Don't do it, your body can only take so much (who knew?).

    I would love to learn 3D animation though; My hobby is making art for the old C&C games.

    thycarlsagan likes this
  10. I wouldn't so much say imbalanced, more like RNG at it's finest. We'll have the same ability to trade, so balanced or no, someone is gonna be pulling alot of powerful cards early on, that much is obvious. When all the cards are available though, it's only a matter of trading with eachother until we're all on equal grounds and it becomes entirely skill based.

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