This update is another love letter to the community, every single point in the changelist was requested by you! Enjoy :)
Changelist
Added Fractal 65 and 75 Ductless frames.
Updated flight physics: The Experimental Branch physics are now released to the main version of the game.
Quick rates, Actual rates, Raceflight rates and KISS are now available in the flight controller settings.
When changes have been made to the camera angle and/or flight mode during flight, you are now asked whether to save these changes to the drone configuration upon leaving the game session.
Updated the order of levels in the level selection screens. San Lipo Drive has been moved back so that it's not the default environment due to its perceived difficulty flying in it.
Fixed issue with multiple labels in the flight controller settings all showing 'MID'.
Fixed issue with not saving the 'Start' and 'End' values of the throttle settings in the flight controller settings.
Updated the pilot position in Hoverton High daytime and in the In Transit daytime and night time versions so that there's more room to trippy-spin the pilot ;)
Slightly reduced the forklift horn volume.
Fixed issue in the manual calibration menu, where the 'Invert' axis toggle would something apply the wrong value.
Fixed issue with the 'Disarm' command not working.
Fixed multiplayer connection stabilization issue.
Hidden some extra secrets in some levels ;)
FPV Gnomes
Those who have explored the Liftoff: Micro Drones levels In great detail might have found the occasional hidden FPV gnomes in each level. Now you can win a real life FPV Gnome and all you have to do is follow us on Twitter and retweet our contest tweet that's it!.
We will announce the winner in exactly a week. We will use a random number generator to pick the winner. Good luck! :D
EGOS is an adventure, where you will have to save Talia's kingdom from many enemies, while solving various puzzles. The protagonist is a "Soul" who lives in a false body called "Egos". What he wants most is to be able to return to his original body, and restore peace to the kingdom. https://store.steampowered.com/app/619340/
Pleased to report that our latest update, v0.7.6, has just gone live!
This update was focused on addressing a number of issues that were detrimental to your experience in Farthest Frontier, but also includes some tuning, quality of life features, and optimization of some game elements.
We hope you enjoy!
For the complete list of changes, stop by the forum.
In order to free your plague infested village, you will need to enter people’s minds to hunt down and fight the seven deadly sins. As our hero Cecil returns to his home village of Sinwell right after the night of the annual founding festival, it is no surprise that the deadly sin Gluttony has yet stricken again.
In Saga of Sins, each of the seven deadly sins will be featured by two action and one boss level.
The definition of Gula
Gluttony, Gula in old Latin, represents an excessive craving for food, drink or wealth. It is the overconsumption of anything to the point of waste. Temperance cures Gluttony.
As you can see above, Gluttony manifested itself in the minds of the according sinners as a medieval tavern gone wild! Humans turned into feasting pigs, little devils are swinging on chandeliers dropping toxic liquid and the innkeepers are throwing around barrels of beverages. The idea of a red devil tormenting a pig by pouring acid in its mouth is actually inspired by the amazing triptych “Last Judgment” by Hieronymus Bosch, that was created around 1485.
Gluttony Assets
Below you can find some of the assets we created to decorate the Gluttony levels.
Meet the Hogissimus
A mad, giant hog with dozens of knives in his back tossing burning barrels at you? Please say “Hail fellow, well met.” to our very first boss in Saga of Sins!
The Hogissimus first attacks from behind a glass wall, which he then shatters with his devastating stomp attack, perfectly fitting to our stained glass art style. But he has even more dirty tricks up his sleeve…
Will you be able to beat the Hogissimus and finally free the sinners of Gluttony?
So, what do you say? Does our crazy tavern meet your expectations? And isn’t Gluttony something that easily befalls each and every one of from time to time? Please leave a comment!
Thank you for supporting us by liking, sharing or wish listing, Your team at Bonus Level Entertainment :)
In the roadmap that we published last week, we highlighted extended modding support as one of the major milestones that we want to achieve with The Riftbreaker in the nearest future. Today we are taking the first step towards reaching that goal. This article will teach you how to prepare 3D models to be imported into the game. We’ll show you the basic requirements a model needs to comply with and how to use our tailor-made EXOR Mesh Exporter plugin for Blender.
Please bear in mind that this article is not a modeling tutorial. You won’t learn how to create, sculpt and texture 3D models today. If you want to learn how to do those things, we encourage you to try out some free tutorials on YouTube or other video-sharing sites. It’s not as difficult as it might first seem, and it can be a great pastime activity. Plus, there is no entry barrier - Blender is free for home and commercial use. There are also plenty of ready-made models on the web that you can try importing into The Riftbreaker using this tutorial if you’re not into preparing models yourselves.
Another thing worth mentioning is that despite its name, the EXOR Mesh Exporter is not a tool used to extract 3D models from within the game. It is used to export models from blender in a format that contains only the information required by the game. Thanks to this software, we can reduce the disk space necessary for the game and the amount of data the engine has to read.
With this short introduction out of the way, let’s dive into it!
One of the tools that we use for creating 3D models for The Riftbreaker is Blender. It’s a great, open-source, and highly expandable tool. Almost all hard-surface models for the game (buildings and weapons, for example) are made using this software. As mighty as the program is, its functionality can be further expanded, making it an excellent platform for developers. Blender can export models to many different formats, but none are quite right for our game. That’s where the program’s open nature truly shines. We have created a custom plugin to export the models in a format optimal for the Schmetterling engine.
We can confirm that the plugin works in Blender versions 2.93 and 3.1.2. It might also work with newer versions of the program, but it is not guaranteed. Follow the instructions in the included readme file to install and enable the plugin in Blender. Then, use the instructions in this article as a reference to avoid some of the most common problems.
Set the scale of your model. By default, the size of the Blender grid is 1x1 meter. However, one building grid in The Riftbreaker has a size of 2x2 meters. This means that if you want your prop to fit within one in-game grid, it needs to be the size of 2x2 meters in Blender.
The bases of these towers are 1x1 grids, which equals to 2x2 meters. A 2x2 model in Blender is a perfect match for our 1x1 grid.
Triangulate your meshes. Follow these steps:
Normalize all transforms. The scale needs to be set to 1 : 1 : 1, and the rotation to 0 : 0 : 0. The model also needs to be centered on the scene. Set the pivot point to 0.0.0. Then select your mesh, press ctrl + a, and click ‘All Transforms’.
Prepare collisions for your model. Collision models in the Schmetterling Engine are usually convex shapes to simplify physics and make collision calculations easier.
Collision models are prepared in Blender, just like visual models. To create a convex hull in Blender, select your mesh, go to edit mode (tab), select all your faces, and then open your search bar (F3 or space, depending on your settings), then use the search option to find Convex Hull and click it. It doesn’t have to be very precise - some clipping is perfectly fine, and the simpler the shape of your collision, the better.
The model in our example blend file has a concave shape, so it has to be split into two convex collision shapes. Try to limit the number of collisions and their poly counts - the more convex hulls you include, the more performance-heavy your model will be.
The exporter will use the names you applied to your models in Blender. Set a name for your model, for example - test_rock_01. The collisions for that model need to be named in a specific manner so that the game knows which collision belongs to any given model. You do that by adding a _cX suffix to the name like this: test_rock_01_cX, where X is the number of the collision convex. The first collision for that object gets the _c1 suffix, the second - _c2, and so on. What is essential - collision naming for each model starts from c1 and goes up!
Texture your model in any texturing software. We mainly use Substance Painter. We have a custom texture exporter plugin for this software as well - you can download it here.This plugin is confirmed to work with Substance Painter version 2019.3.3.
Here are the Substance Painter export settings.
If you would like to use any other program, here’s how to manually prepare textures to work in The Riftbreaker:
You can download the example set we prepared for you - the steps will be easier to follow.
Prepare a set of these textures: albedo, DirectX normal map, roughness, ambient occlusion, metallic, and - optionally - emissive and opacity. (folder 1_SeparateTextures in our example).
Combine the textures in graphics editing software that supports channel use, for example, Photoshop, Krita, or Gimp. Here’s the naming convention and the required channels:
texturename_albedo : Albedo on RGB channels, Opacity on the alpha channel
texturename_packed : AmbientOcclusion on R, Roughness on G, and Metallic on B.
You do not need to combine other textures.
At this point we should have 3 or 4 texture files for our model:: texturename_albedo, texturename_packed, texturename_normal, texturename_emissive (optional). You can find the example in the 2_ReadyForDDS folder in our example.
Open the combined textures using the NVIDIA Texture Tools Exporter.
Change the texture formats using the list at the top of the left panel. Follow these instructions for each texture type (screenshot FormatDDS.png).
albedo - BC3
normal - BC5u
packed - BC1
emissive - BC1
Click Save As. Choose the directory and the name for your texture. Remember the naming convention. Click save. Repeat for each of your textures.
The finished product should look like our example in the 3_FinishedDDS folder.
Export the model using the File > Export > EXOR Mesh Exporter option in Blender. Create the corresponding .ent file to see your model in the game. It’s best to use an existing .ent file from the game to make sure you have all the necessary components in there. If you want to add a new rock - just copy an existing one and change the parameters.
If you have any additional questions or suggestions, feel free to let us know here in the comments or on our Discord - www.discord.gg/exorstudios. You can also create requests on our GitHub page. The Riftbreaker World Editor suite and the accompanying tools are going to be expanded over time, which is why your feedback is really valuable to us!