[–] [S] 0 points 2 days ago*

Literally, none of these suggestions are helpful, Mr. Unhelpful. Instead of using superlative information, how about come up with a design that helps instead of "do it yourself?" Are you guys even listening?

...A tapemeasure for f-ing sakes... I'll let you know when I'm going to the warehouse to build a hammer.

  • source
  • parent
  • context
  • [–] [S] 0 points 3 days ago* (last edited 3 days ago) (2 children)

    Literally the code for the imported sword with combat.js:

    switch (weaponId) { case 'Sword': { // Blade: diamond cross-section (sharp edges) with shoulder + taper to tip. // The blade points up (+Y). Its flat faces are ±Z by default; to make the // sharp edges face forward/back (±Z in world after pose), we rotate the // whole blade geometry 90° about Y so the edges end up on ±Z. const bladeLen = 0.85; const bladeHalfW = 0.11; // half-width at base (X direction) — narrow blade const bladeHalfT = 0.008; // half-thickness (Z direction) — thin = sharp edge const shoulderLen = 0.35; // length of full-width shoulder (40% of blade) const taperLen = bladeLen - shoulderLen; const bladeMat = new THREE.MeshStandardMaterial({ map: metalTex, roughness: 0.3, metalness: 0.85, flatShading: true }); const flatten = bladeHalfT / bladeHalfW; // Rotate blade so the flat faces are ±X (left/right) and the sharp edges // point ±Z (forward/back toward the enemy in first-person view). const bladeRoll = Math.PI / 2;

      // Shoulder: straight cylinder (full width, no taper)
      const shoulderGeo = new THREE.CylinderGeometry(bladeHalfW, bladeHalfW, shoulderLen, 4, 1);
      shoulderGeo.rotateY(Math.PI / 4);
      shoulderGeo.scale(1, 1, flatten);
      shoulderGeo.rotateY(bladeRoll);
      const flatShoulder = shoulderGeo.toNonIndexed();
      flatShoulder.computeVertexNormals();
      const shoulderMesh = new THREE.Mesh(flatShoulder, bladeMat);
      shoulderMesh.position.set(0, shoulderLen / 2, 0);
    
      // Tapered section: full width at bottom, point at top
      const taperGeo = new THREE.CylinderGeometry(0, bladeHalfW, taperLen, 4, 1);
      taperGeo.rotateY(Math.PI / 4);
      taperGeo.scale(1, 1, flatten);
      taperGeo.rotateY(bladeRoll);
      const flatTaper = taperGeo.toNonIndexed();
      flatTaper.computeVertexNormals();
      const taperMesh = new THREE.Mesh(flatTaper, bladeMat);
      taperMesh.position.set(0, shoulderLen + taperLen / 2, 0);
      const fuller = new THREE.Mesh(
        new THREE.BoxGeometry(0.014, bladeLen * 0.5, 0.010),
        darkMat
      );
      fuller.position.set(0, bladeLen * 0.45, 0);
      fuller.rotation.y = bladeRoll;
    
      // Crossguard (quillons): horizontal bar with finials — spans blade width (Z)
      const guardBar = new THREE.Mesh(
        new THREE.CylinderGeometry(0.022, 0.022, 0.16, 12),
        darkMat
      );
      guardBar.rotation.x = Math.PI / 2;
      guardBar.position.set(0, 0, 0);
      const guardFinL = new THREE.Mesh(new THREE.SphereGeometry(0.03, 12, 12), metalMat);
      guardFinL.position.set(0, 0, -0.08);
      const guardFinR = new THREE.Mesh(new THREE.SphereGeometry(0.03, 12, 12), metalMat);
      guardFinR.position.set(0, 0, 0.08);
    
      // Grip: tapered cylinder with leather-wrap color
      const gripMat = new THREE.MeshStandardMaterial({ map: woodTex, color: 0x4a2a10, roughness: 0.95 });
      const grip = new THREE.Mesh(
        new THREE.CylinderGeometry(0.018, 0.022, 0.17, 12),
        gripMat
      );
      grip.position.set(0, -0.095, 0);
    
      // Pommel: faceted octahedron at the bottom
      const pommel = new THREE.Mesh(
        new THREE.OctahedronGeometry(0.035, 0),
        metalMat
      );
      pommel.position.set(0, -0.195, 0);
      pommel.rotation.x = Math.PI / 4;
    
      group.add(shoulderMesh, taperMesh, fuller, guardBar, guardFinL, guardFinR, grip, pommel);
      group.scale.setScalar(0.7);
      break;
    }
    

    The new AI Helper decided to import assets, meaning I would have to know how to mathematically make this sword, and be able to code that into the core code:

    https://user.uploads.dev/file/3112ea4afd41faa86260c94d1a8c07b7.js

    Good luck figuring that out.

    ...and why do you guys think this is easy to do?

    Edit: Also, because the file is imported from that combat.js, only AI Helper can edit the sword at this point since most people don't have admin privileges to change those documents that are uploaded.

  • source
  • parent
  • context
  • [–] [S] 0 points 3 days ago* (last edited 3 days ago)

    I'll need to see but it's been a headache since I can't get anything done.

    Edit: I've even gone as far as to build a local llm website tool to attempt to get a better results, but most have done poorly with they way the llms are configured. Let me add that games like Questmore and Turbo Kart 3d are getting to the point where only this AI Helper (for some reason) is only configured correctly to be able to assist without needing ChatGPT or some other assisted ai tools. I just don't think that the tools are configured properly in the way AI Helper has been over the last week.

  • source
  • parent
  • context
  •  

    As one of the individuals who was successful at creating a few games (8 or more) both 2d and 3d, I'm running into some serious issues when it comes to using the new AI Helper tool.

    Firstly, the system keeps running a ticket-based que system that keeps on locking out the user from making any further changes. This has lead to many projects being completely stalled, overall discontinued, and has provided a headache of a way to address minor issues in website or game development because the system just refuses to do anything for hours. Network status says that the network is normal, but then cannot input anything with the helper tool.

    For my current game Questmore, I've found the tool to be inadequate to designing basic shape or tools; sword look like a twisted cone, a boat paddle, a house, the blade base is perpendicular to the sword hilt... No one will be winning any wars with these kinds of sword. The older model, while pretty terrible, had the models at least looking somewhat correct. AI Helper has gotten many project farther, but I am really struggle to see how that is an improvement when the designed are getting either outright wrong, or take to long to improve since there's little three or five request in a day you can make.

    I like that it can now attach documents, text files, java script, and even images, but I'm finding that is still struggles with some of the same issues as the previous version of the AI Helper. I look at some of the cumbersome text it makes, and it just inefficient at fixing basic issues, though sometime it does well... It's just not working out if I need to fix something basic in the program and it take one of the valuable turns to address something simple before I get locked out.

    There are many users here that haven't got that far, but at some point, this system is so poorly designed, that it's just turning into a rendering nightmare when the project gets too large. To be frank, AI Helper need dramatic upgrade or an overhaul altogether in order for it be useful for anything that is beyond a ms-dos game or program.

    It's just not looking good.