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Ancientwolf

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  1. Thanks- The Wilderness Project isn't just the forest- I've redone all of the biomes as well as getting the burning biome brought back and adding the potential for three more custom ones, including the swamp. The additional biomes is an experimental feature and so far it's been working fine and there's just some UI cleanup involved. I vaguely remember looking over hdhq a long time ago but never installed it. Since you mentioned it, I went ahead and hunted it down and took a look at it and I can definitely say I've done things a lot differently. I'll be looking forward to the feedback once I roll out public testing. Internal has been going on for close to a year now and my target has been updating to Alpha 21 and making sure that once it does go public the feedback hopefully is geared more towards adding features and little things.
  2. Hopefully save some questions before they are asked, yes, have tried every combination of using b_mesh on different parts of the model from the parent on through the children.
  3. Been knocking heads since Alpha 21 dropped for converting some harvestables. I'll use a tree as an example. I just did a comparison of a simple tree, a vanilla tree and what it is using and it's parameters that are set in the xml. I've duplicated everything and I'm inclined to think that it is a Unity tag and/or layer issue. that's the only thing that it can be. I'm working with a single tree and I'm duplicating all of the XML properties exactly. It's got to be something in unity. I'll use this vanilla asset as an example. I won't post the tree master because it's entry is quite long. But: The only thing different of course is the model property points to my Unity file, and the sort orders didn't need to be there in my test. Asset ripped one of the vanilla trees, and duplicated the same with my new one, except as you can see in the image on the collider it's referencing a script that wasn't able to be ripped. I'm under the impression that of course we can't attach scripts to our models, so what is going to be the solution then for allowing us to use our own models for harvestable trees and shrubs in our mods? A different tag set up on the model in unity? XML changes or edits for these models? Spent weeks on this with varying combinations of using B_mesh, etc to no avail. I need a solution for this and it would be great if somebody at the Fun Pimps or somebody who is able to figure this out would chime in on this. Thanks.
  4. I get it. I honestly think that this is the best approach as far as the tile spawning goes. People can handle their things the way they want, the only advice I can give anybody is once you start deviating from the spirit of the modding community in the first place, you're asking for trouble. I'm good enough at process to have dealt with the cp48 tile set thing, but I honestly have to say I didn't find researching it and working with it enjoyable. I started looking at doing pretty much the same thing and just cutting out the stuff I didn't want to deal with. I've got a lot of hours in the work that I do and the little things here and there that I've thrown out for the community Ive never expected any return on it except my own enjoyment of doing the work itself and the fun I have playing it, but thats me. Something gets lost in there with some people sometimes and that part, I'll never understand. I don't need to make money, I wouldn't be involved in gaming as escapism if I was needing to. I also concur with the sentiment that you certainly do not want big brother to step in.
  5. Whats the status on this with the 20.4 update?
  6. Any way to increase the slot sizes of these? ie to match player storage or 10,9 grid?
  7. Gonna bring this one up here- /Mods/0-SCore/SCore.pdb cannot be uploaded to dedicated server. (Gportal)
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