Spoils at Dawn

A Loner sniperess, admiring her reward after tracking down a peculiar patrol. No Inheritors to be seen, only walking sets of armour, topped with red-glaring human skulls that were easy to track in the dark, trudged along the outskirts of the city.

She hasn't been long in the Zone, but she already found some form of relief that the effectiveness of a well-prepared headshot remained mostly unchallenged.

What bridled her relief however was the fact that the larger one of the red-eyed soldiers managed to fire one last shot as it stumbled over with its frontal part of the skull shattered. The final shot of the red-eyed soldier was way off, directed at the night sky as if the stars were to blame, but the bolt somehow had managed to hone in on her position. If it weren't for the cover of the cliffface she immediately ducked behind, then this final shot may have ripped through her scales and scattered her insides.

The gargling corpses now laid silent, their bright-red lights turned dim. Yet, the glow of what seemed to be a cylindrical container remained burning. With the cell in hand, the sniperess knew now clearly what carried these soldiers forward.

"Eather...", she muttered with annoyance under her muffled, raspy breath. "Only good for the price.", she hissed before stowing the cell away in a pouch. She wasted no more time and disappeared swiftly into the shades cast by the rising sun.

-------

Spontaneous motivation hit me and I decided to make good use of it, by making my own take on an assassin-like character.

u/TeaLovingGerman — 12 days ago

(Translation Mod) How do I translate text that isn't covered by the .locres file?

I've run into a new issue with my translation mod for Project Silverfish. The developer made an oversight, which resulted in item names not being recognized when trying to generate a .locres file. It's too late for the dev to make changes now, so I'm hoping to find a workaround without having to edit each and every file for the items. (see image for an example)

As I understand it, any text in the game needs a "Key" and a "SourceString" to allow it to be translated. As you can see in the image in the comments of this post, the weapon "KTR 04" doesn't have either of these, while its description has the necessary parts.

The general question is: Are there any tools or methods with which I can tranlate the item names?

If you need more information, then I will gladly provide it.

reddit.com
u/TeaLovingGerman — 13 days ago

How do I raise the font?

I'm trying to replace a game's font to support German letters, but I've run into a couple of issues:
- No matter which font I use, the text always seems lower than it should be (1st image)
- If I enter unequal values (15/20) for "Ascend/Descend Overriden Value" the text disappears completely (2nd image).
- If I leave out the override values, then there's too much space between the lines (3rd image)

Ideally, I want to make the text appear as the base English text (4th image). I also included the open file in the UE Editor (5th image) just to be sure.

reddit.com
u/TeaLovingGerman — 17 days ago

(Mod) Extra Survivor Voicelines!

Adds 65 passive and 26 agro voicelines to the Survivor's ramblings.

This mod introduces extra audio snippets from commercials, PSAs and the likes to spice up what the Survivors have to say. Perfect for if you're in need of hearing something other than what Suzie-Q is cooking, ordinary garden-variety peaches, Gaylord and unsettling giggles.

Includes a couple of lines that are rarer than others to catch you off-guard!

This is a pre-release, so to speak, for a future mod with a similar premise. Once the game reaches full release, I plan on including way more lines and seperate them by each Survivor type so that scientists, cops, soldiers and so on have their own selection of lines to scream out.

Installation instructions can be found on the mod's page.

https://www.nexusmods.com/projectsilverfish/mods/31

u/TeaLovingGerman — 17 days ago

How do I remove the space between lines of text? (for a translation mod)

I'm currently working on a German translation mod for UE5.4 game and I need to replace the font with one that supports special characters such as "ä", "ö", "ü" and "ß". I tried to import a couple of different fonts, but all of them seem to have a rather wide empty space between each line of text.

The game I'm trying to translate doesn't have options to switch between languages, so I have to work around the limitations.

So my current goal is to create a .ufont file that contains a modified font without the wide space between the lines and the aforementioned supported characters, which I can then use to replace the game's current font file.

A step-by-step guide would be most helpful, since I don't have much experience with the Unreal Engine Editor itself. Thanks in advance!

reddit.com
u/TeaLovingGerman — 19 days ago

(Shitpost) Casual Innie Decimation

Some bored revolutionary bloke decides to follow up on the suggestion of a rather convincing fellow. Considering that he didn't have much else planned on this evening, this seemed like a ripe opportunity to let off some steam while also aiding the cause.
The global innie population could do with some trimming, or rather a complete chop-down.

The EDP will breathe easy, the Insurrection will be in utter shambles.

WARNING: Potentially loud!

u/TeaLovingGerman — 22 days ago

How do I hide all shadows in the Material Viewport?

I want to work on models with a clear view of the models' materials/textures, but the shadows darken parts of the models and make it harder to tell what I'm actually editing. I can rotate the the scene's shading, but it's starting to become tedious as I often have to adjust it.

Preferably, I'd like to know how I can basically have a fullbright view of all the models without having to alter the material of those objects or the viewport shading's sliders.

Most forums posts I've found so far only show how to disable shadows on singular objects/materials, instead of changing the scene to just not show any shadows.

u/TeaLovingGerman — 2 months ago

Why does seperating part of a mesh sometimes clear the used materials?

I often duplicate a part of a mesh and then separate it for use in other models. Sometimes the materials used for the model I duplicated+separated the mesh part from changes to an empty slot (see the selected model in the image). I don't know what causes this or how to avoid having to reassing materials when it does happen.

Sometimes it does qork without losing the materials, but I can't tell why it works and sometimes doesn't.

u/TeaLovingGerman — 2 months ago

How do I easily weight paint an ammo belt across multiple vertex groups?

I eventually want to make some ammo belts, but I fear that properly weight-painting them will be tedious with my current understanding. The ammo attached to the belt is intended to be a separate model that will be placed on top of the belt (belt not shown in the image as this is a WIP piece).

So, are there any functions I could look into that could ease the process with proper weight painting?

u/TeaLovingGerman — 2 months ago

Emmissive material appears darker than anticipated in the render. How can I fix this?

As the title says, the emmissive material (the red-glowing part of the small canisters), appears notably darker in the rendered image than the viewport preview.

I have tried this with both EEVEE and Cycles, both resulting in the same issue.

If there's need for more screenshots, then I can gladly provide them.

u/TeaLovingGerman — 2 months ago

The goal I'm trying to achieve here is that I want to be able to overlay the symbols on any part of a texture.

I've managed to make a material that allows me to overlay a texture with transparency on a basic colour, but that's about as far I made it. (see 4th and 5th image)

If I try to overlay one texture over another, then the textures won't line up properly due to how the UV map reads the two textures. In the example I show off in the pictures, the symbols of the "T_Cult Symbols.png" texture (2nd image) look way too big when overlayed on the "T_Cult.png" texture (1st image). I also included the node setup for this example. (3rd image)

So, is there any way to achieve what I intend to do with a material, or do I have to create custom textures for models with the symbols baked into the texture?

u/TeaLovingGerman — 4 months ago