Jump to content

n2n1

Members
  • Posts

    2,019
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by n2n1

  1. No, this is not done. I think, i exported a model with bones using an Asset Studio. But i don't know a utility that can import it back. I don't quite understand what you mean - but UV is always present on models when exporting...
  2. Yes, i know. But i would like to see this feature in UABE so as not to switch between programs. I don't think this is a very difficult task for the author. In addition, it would be a very logical continuation of the build-up of features for this useful Utility.
  3. @DerPopo Do You plan to make it possible to preview content (textures, models, maybe sounds) without first unpacking? This would make it very easy to find the necessary data.
  4. You know the name of the mesh that you want to replace? Why can't you just find known name with type "mesh"? If you open via "globalgamemanager" and find the desired mesh - you can change something to find out which asset will be saved. So you will find out where it is kept... Regarding the replacement of 3D-mesh. You will not be able to do this directly, in a simple way, such as replacing the texture. You will need many answers to the questions that are covered in this thread. It is not very big, I think I have answered these questions many times.
  5. Yes, i understand all this... I'm just wondering if you have a desire to continue this particular mod and this theme (if the opportunities would contribute to this). Because it was really unique. i.e. You haven't abandoned it ? Is it still Your Main mod?
  6. I'm not a fan of the middle ages... but i saw a review of this mod. It extraordinary. The idea is interesting. Gup, You did major job for this mod during A16. I wonder what you plan to do with this mod next?
  7. n2n1

    Prefab Editor (Alpha)

    It's only for me that crashes when loading a vanilla prefab "bombshelter_lg_01" ? (v0.84c)
  8. Very creative! I like a wolf with a trailer
  9. n2n1

    Prefab Editor (Alpha)

    No, that doesn't work either.... does it work for You?
  10. n2n1

    Prefab Editor (Alpha)

    No, i just confirm that I didn't find a way either.
  11. Yes, i can confirm that i did this with a static object in the game. There seem to be no secrets, you just need to carefully do everything correctly - but this does not guarantee success. In addition, there are a lot of side problems: texture mismatches, colliders, animation, materials... I just want to suggest you another way - using an offset pointing to another asset. But I'm not sure that this will work for meshes - i did this for an audio file. In this thread, somewhere, this method is described. If I find it, I'll give you a link. (you can go through this thread yourself, paying attention to the author's posts and mine)
  12. n2n1

    Prefab Editor (Alpha)

    I've been here a long time - I already know all the timings Yes, think i went through all the settings in the block.xml, tried the classes... I didn't get anywhere there. It would be strange to see this hard-coded...
  13. n2n1

    Prefab Editor (Alpha)

    Hallo! what static entity spawning?...did I miss something? ************************************************** ************************************************** ************* I was doing painting in the built-in editor and I often had to hide blocks that belong to the decor type. You know which parameter in the code indicates that the block belongs to the decor ? (What would the checkmark in the built-in editor disable their display. I have a feeling that this is not in the block.xml...)
  14. Yes it's possible - I did it, I don't remember how ....if I remember, I will update the post. I remember that it's not very obvious but it's definitely doable. UPD: Yes, here, in this thread, there is an answer to this question: https://forums.7daystodie.com/forum/...523#post916523 it seems that earlier this was due to the fact that this path was stored in another asset , and some operations had to be done through it.
  15. ahhh....things have changed a lot since I did this.... I added separate elements once, but now there are more options for this, but most likely i can't help... But still - where is this container in the screenshot? I probably don't even know what a container is now. What exactly do you want to add ? text, texture, sound? or is this "container" a set of files?
  16. I didn't quite understand what it means to "add a container". Note that UABE only edits and extracts ready-made assets. You can only add an element (such as a texture or a new entry similar to those that already exist. (perhaps the author will correct if I use the terminology incorrectly) What exactly do you mean by "container"?
  17. Hmmm.... but during extraction, you can choose between two formats - png or tga ...
  18. You first need to determine where the problem is - then look for a solution. I find it very difficult to get the right information from you, and you probably think the same about me
  19. UABE pulls out only the textures, sounds, text and models themselves. (and add some back) If you know what to do with them in Unity - then you can use it there. Only so. You can also change some settings of the textures in the resource. You can also read and modify RAW-data, but you need to understand what to do with it, and then your capabilities will increase.
  20. oh, it's android.... then try the method i described above, it will tell you exactly where to look for the problem. Either the game just doesn't allow you to change resources or you make the wrong texture.
  21. Unfortunately, all i can say - is that i can't open these textures either.
  22. Dear friend - you do not need to apologize, just ask specific questions, and be sure-in such a way that a third-party person would immediately understand what you mean. And of course same still times remind, all that concerns work the other game (not 7dtd) i hardly d competent. I can only guess. By the way, i don't think you're facing any protection... Do you re-compile these resources using Unity or do you mean saving via UABE? Please be precise, and don't use jargon-otherwise i can't understand you through a translator I understand that you can not replace the texture, but would be nice to know more details. Do i understand correctly what you have now: - You successfully replace textures in the UABE utility, but it's changes are not picked up by the game? or the game does not accept resources? And i repeat the question: - what do you see in the game instead of these textures, or the game gives an error when start? Do you change the resolution or texture format? Of course, i could not understand from what you send - which texture was edited by you and which is original. I suggest you try this experiment: - take a original texture from the original resource and shove it (without changes) back. Will it work?
  23. Okay, the files are here - what's next? (how can I help you? what's your question?) UPD: I have no problem changing any texture (without any tricks)... I do it the usual way. ...hmmm...maybe the game does not accept the format or size of the replaced texture? What do you see in the game in place of this texture?
  24. !!! ? I thought you wouldn't change the UI!
  25. Name of ? Yes, you can, but perhaps the program that looks for it under the old name just will not see it?
×
×
  • Create New...