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Everything posted by n2n1
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Please...please.... - give Mip-map....
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Interesting tutorial! I thought we are talking about 7dtd. Then of course - I can't tell you about it. I did this simple substitution of unnecessary textures. I just exported it, changed, and imported back, with nuances of which about 7dtd... But I draw your attention to the fact that - UABE can't use DDS and mip-maping (if I haven't missed anything) I also know about the Unity Assets Explorer,but unfortunately it does not work with resources 7dtd. Replacement texture for the mesh (obj) - i was also interested in, that's what i'm going to do next. Therefore, i'm joining with this question
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...then I understood you correctly. Well, i send PM to you.
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You need start with the fact that use a simple method of substitution of what a texture which already exists in the resources. And use their ID (number of texture) for the Blocks that you will need to create in block.xml, and use them - to make your home (Prefabs). Is for that would leave other Prefabs at with their textures (If i understand correctly - i write through the translator). Sorry if I not understand correctly - but you need to localize your task. What exactly you now can't do? Do you know about prefabs? Or you just want to replace an existing texture (UV) ? For UV - there is an individual file in the resource with the same name but at the end added - _a ,_n ,_e. If continue the discussion then let's go in here or PM. As far as i know - UABE can't export/import in DDS (or other with mip-maps)... Or I something missed? I look forward to this opportunity for just such a task as yours.
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I did that, but... have to edit/add texture... ...in any case - without the mip-mapping it would look awful
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You can say - - mip-levels are really contained in the resources or in the properties just specified how they should be, and the engine itself generates them ?
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Will there be support for mip-mapping ?
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hmmm....I also use this method to replace the music, on A15.1 - it works. Try my files - they checked. You open the asset through globalgamemanagers ?
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I'm not familiar with mobile stuff, but your file that you shared has no useful data. But most likely what you need is doable with this Tool.
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Sorry, didn't saw Your latest code, but... underwater cities that the consequences of using custom-<hub_layouts>. (i.e. layout where the configuration of the prefab places and roads - written by custom). Work fine it's only rurals,towns and city if they are not have <hub_layouts>. If they spawned in Water-biome - were drowned. The landscape is likely in this case raises the bottom to the surface, but hub-Spawner is not considered it. It is still in the A12 was everywhere. I also do not know what to do. Сорри, не смотрел Твой свежий код, но... - подводные города это последствия использования кастом-<hub_layouts>. (т.е. лайоуты где конфигурация мест префабов и дорог - прописаны вручную). Нормально работают сейчас только руралы,товны и сити если в них нет <hub_layouts>. Если они спавняться в Water-биоме - пиши потонуло. Ландшафт скорее всего в этом случае поднимает дно до поверхности, а спавнер хаба это не учитывает. Это еще в А12 было повсеместно. Сам тоже незнаю что делать.
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DerPopo, let me ask - very interesting as You use Your Utility? For modding?
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this https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor&p=534617&viewfull=1#post534617 or this https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor&p=410211&viewfull=1#post410211 suitable?
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I would have asked too. - how to make this way: if this is not about the "TerrainTextures" as I asked earlier, but I want to add the texture in the maingames assets. I want to add another type of spectrum for the biomes (textures/environment/spectrums). I think the structure of the maingame assets is different, for example - there is have common "globalgamemanagers" ... How to find this "header", to add the path ?
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Привет ! Прочитал про баллистику в XML.txt., попробовал добавить - но не увидел разницы. Наверное что то не так сделал...Ты используешь баллистику ? Если да - то на каком примере посмотреть ? I read about ballistics in XML.txt., tried to add but did not see the difference. Probably something not so did...You're using ballistics ? If Yes, then what example to look at ?
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Earlier i was experimenting with the replacement terrain textures, but now i just tried to return the texture for simple block (old redwood for barns ) and found that without mipmap this work useless - at a distance it looks bad and wasted loads GPU. This situation - with any texture loaded without MIP-map... DerPopo, mipmap support or the support .DDS - it would be a huge addition for UABE (...and for me personally, of course!) . With Respect!
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,speaking again about this ? Select objects with shift https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor&p=410211&viewfull=1#post410211
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I found a bug ? or am I missing something ? https://7daystodie.com/forums/showthread.php?49611-adding-extra-terrain-textures-with-UABE&p=517158&viewfull=1#post517158 ------------------------ UPDATE I think i guessed - I lose mipmap when converting... ------------------------ UPDATE 2 Can i load a texture with mip-levels ? then why in the TerrainTextures use the TGA format? Is it possible to contains MIP-levels ? ....i feel that the question is fundamentally wrong, but ...
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:D this is correct, I also came up with exactly this idea !
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After I saved Texture2D directly into a asset, how can I find out the offset of the asset in whom I saved the data? For that would, when i ImportDump, substitute the name of the asset and redirect to saved data. Unfortunately when i read the ViewData - me showing the offset for .resS check it for info: https://7daystodie.com/forums/showthread.php?32600-Overriding-vanilla-files-(assets-)&p=314195&viewfull=1#post314195 and https://7daystodie.com/forums/showthread.php?41048-Replacing-oceans-lakes-with-a-swamp-biome-in-RWG-(small-xml-edit)&highlight=water+biome
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Thanks again ! I added the path and put all need numbers into an array. In assets everything looks right. I tried to add a textures to clay named "undClay.tga" and "undClay_n.tga" (it's underground clay without green grass on ground) i did not succeed... it seems it is not enough to add a two textures and assign them to a ta_terrainxml.txt. I still get in the console: looks like I missed something, there is something else - outside of these assets. maybe Assembly-CSharp.dll not using a more larger array. Anyone successfully added terrain textures? I begin new thread about this that would not clutter up this. UPDATE: Yes, this method works. I managed to add a one pair of textures in A15exp...but only one pair, because one place was loose relative to the A14.
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I would also like to know about: "- Added a mod installer and mod installer editor, so any changes can be saved directly to a installer or a package file." How it would work if updated version of the game /asset ? Which changes stored in the patch? How they apply to get back modded asset ?
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Thank You! I already got the texture Sulfur by replacing method! (and returned the old look for ore! ) But now I need to add the texture "clayU". With Your help i was able to shove something in the asset but it is not accepted by the game, maybe i need to set the path. How to do it ? (yes, i also made changes in ta_terrainxml.txt) aaaa....yeah i suspected, but was entered 0x0000001C - it's not worked....
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What do I enter here to Add a Texture2D ? about PathID and fileID everything is clear, but what about the other two ? where be have information about this ?