Kronok
@kronok.bsky.social
860 followers 520 following 76 posts
Working on Scythe, a level editor that brings Source 2 Hammer features to UE5. https://ScytheEditor.com
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Reposted by Kronok
aleksandraht.bsky.social
doodled a bit in @kronok.bsky.social's Scythe tool over the last few evenings
kronok.bsky.social
I'll toss you a dm
kronok.bsky.social
I think I'm only going to be sticking to windows for the Patreon builds because the Linux demand is low. I investigated if I could compile it on windows for Linux like you can for games, but you can't compile editor plugins like that apparently.
kronok.bsky.social
It's a buffer visualization material and doesn't require you to be in Scythe mode to use it. So enjoy it everywhere!

Doesn't work in forward rendering, though.
kronok.bsky.social
Scythe is still heavily in development, but you can get the latest build on my Patreon as I develop it: scytheeditor.com

(It'll be a paid plugin on Fab on release)

Special thanks to @rms80.bsky.social for guiding me in the right direction when trying to figure this new update out. (6/6)
kronok.bsky.social
New Shaded Unlit View!
No need to place lights to see, and no more getting blinded in unlit view. Get a classic looking level editor experience. (5/6)
kronok.bsky.social
Showing a little more of the clipping tool to get you thinking about the possibilities. (4/6)
kronok.bsky.social
Clipping Tool!
If you've ever used a classic level editor, you've used something like this. Cuts through stuff (multiple meshes or just the selected face(s) of a mesh). Once again, dynamic mesh operators are the real winner here. Super fun to play with. (3/6)
kronok.bsky.social
Mirror Tool!
I created a new "drag out a line" mechanic that acts as the mirror plane. You can manipulate the points or drag the whole mirror around. What I love about the mirror dynamic mesh operator in UE is you can have merge the meshes together along the mirror line. (2/6)
kronok.bsky.social
New update to Scythe, my Source 2 Hammer inspired level editor for Unreal Engine 5!

New features below! 🧵(1/6)
Reposted by Kronok
arranseaton.bsky.social
So @kronok.bsky.social’s new Scythe update with the Clipping and Mirroring tools is incredible #gamedev #indiedev #UE5
kronok.bsky.social
I'm still learning UE lightmap stuff, but it seems you can make lightmaps flow properly if you have its neighbors share vertex positions. They don't need to be the same vertex, just position. Of course, it needs to be 1 mesh still since it's unwrapping it together.

Here's me adding 2 extra cuts.
Reposted by Kronok
phyronnaz.bsky.social
Property History is out!

Quickly see the history of any property in Unreal Engine
kronok.bsky.social
My understanding is it may not be completely focused on levels like Scythe is, but it'll be way more usable for levels than the other modeling programs.
kronok.bsky.social
Way too intertwined. @freya.bsky.social is trying to do something like that with Half-Edge, though.
kronok.bsky.social
I'll note it. It'll only be like that for the pre-release versions. Full release gets source code so you'll be able to compile it for your OS.

Which OS are you using btw?
kronok.bsky.social
I recently launched the scytheeditor.com site.

Making it easier to explain what Scythe is to people, but also for helping onboard new users with the Quick Start Guide and have it be a place to learn how to use its many features.
kronok.bsky.social
He's looking more for the input/output kind of thing that you could do when mapping in Valve games, so mappers can do cool stuff without relying on a programmer. If I ever take a crack at it, it'd likely be a separate plugin from Scythe.
Reposted by Kronok
hallatore.bsky.social
My plugin for #UnrealEngine is almost done! It lets you blend any mesh. Not just landscape, not PDO.

This magic lets you blend anything!🤯

#GameArt #UE5 #GameDev
Reposted by Kronok
demiurge.bsky.social
Learning Scythe for Unreal and decided to experiment with roughness maps on some new textures.
A dilapidated two floor apartment building interior. Tall vertical windows slit out apertures over the embers of a cityscape. The double doors of an elevator, a palimpsest of graffiti. Light catches on the streaks and scratches of the metal. The lower doors of the elevator, one lost in the shaft itself. Another leans against the frame adjacent and recent upon which is a searing gradient. The O of which is a target reticle. "VOS". A poverty of remarkable detail on the exterior. I would like to assure the viewer that all of these are WIP sketches and not remotely indicative — let alone dispositive — of final visuals.
kronok.bsky.social
Thank you, Derek!
kronok.bsky.social
Scythe isn't officially released yet on Fab, but you can help fund development by subscribing to my Patreon and getting the latest Scythe build as thanks!
www.patreon.com/Kronok
Get more from Scythe Map Editor on Patreon
Making Unreal Engine 5 mapping a thing
www.patreon.com
kronok.bsky.social
Modified 2 dev materials to help with getting your blockout ideas across (green and red)