TormentedEmu Posted August 11, 2020 Share Posted August 11, 2020 (edited) Hey everyone! I'm back after a long hiatus with new mods for alpha 19 experimental branch. These are built with DMT v2.2.7 using the latest version of Harmony(v2.0.2). Link: https://github.com/TormentedEmu/7DTD-A19-DMTMods Mods: NewBlockTextures The purpose of this mod is to allow adding new texture arrays to the game to avoid overwriting the original arrays or atlases as we used to in the previous builds. The mod contains a sample bundle with some textures included and you can pull the blocks out from the creative menu. The blocks can be built with basic recipes that can be changed to your preference. Also included is a modded paint brush to allow painting the new textures only on the new provided blocks. The modded paint brush will not paint vanilla blocks and the vanilla paint brush will not paint on any of the modded blocks. NewTerrainTextures The purpose of this mod is to allow appending new terrain textures to the game terrain texture array. One thing to note, is to match the blockw and blockh for all your textures or you will see size issues with the vanilla textures. I recommend using either 1, 4, or 8 depending on how large you want the textures in game. The mod also comes with a sample terrain texture bundle and you can pull the blocks out from the creative menu. NOTE: Adding new terrain textures requires SphereII Legacy Distant Terrain ObjectManipulator This modlet introduces a new control panel that allows the user to manipulate and adjust the selected transform's scale, position, and rotation. First enter the creative menu and drag a TE_ObjectManipulatorHandgun into your toolbar. When you first hold the gun in your hand, the control panel will appear. You can toggle the control panel by shooting the gun. You can toggle the screen cursor by pressing the F2 button, which will allow you to click on the buttons and type in the search box, or copy position values. TE_MenuMusic Allows you to change the menu background music at the start of the game without needing to patch the resources.assets file. A sample music file in the ogg format has been provided for you to play around with. *** This mod no longer requires a forked version of DMT as Hal has added it to the base DMT tool here: https://github.com/HAL-NINE-THOUSAND/DMT *** Please let me know if you like it, have any questions, or have any problems/bugs with it. I'm usually found on Guppycur's Discord server here: https://discord.gg/mh3J3dS My nickname on the discord is V. Cheers Edited December 26, 2020 by TormentedEmu (see edit history) 6 Link to comment Share on other sites More sharing options...
KhaineGB Posted August 11, 2020 Share Posted August 11, 2020 Every forum needs an Emu. 1 Link to comment Share on other sites More sharing options...
TormentedEmu Posted August 17, 2020 Author Share Posted August 17, 2020 I updated the mod to now use DMT v2.1 and have changed the mod to remove the SDX style patch script and move towards Harmony only. Link to comment Share on other sites More sharing options...
xyth Posted August 17, 2020 Share Posted August 17, 2020 I like the Emu we have. 1 Link to comment Share on other sites More sharing options...
chikorina Posted August 18, 2020 Share Posted August 18, 2020 Everybody loves the Emu🤗 1 Link to comment Share on other sites More sharing options...
TormentedEmu Posted August 27, 2020 Author Share Posted August 27, 2020 Update: Added a new mod to enable you to load your favorite terrain textures into the game. 1 Link to comment Share on other sites More sharing options...
TormentedEmu Posted August 27, 2020 Author Share Posted August 27, 2020 (edited) Oh, I forgot to mention. Adding new terrain textures requires SphereII's disable splat map patch that's included in his Legacy Distant Terrain mod. Grab his Legacy Distant Terrain mod at: https://github.com/SphereII/SphereII.ModsA19 Edited September 7, 2020 by TormentedEmu (see edit history) 1 Link to comment Share on other sites More sharing options...
TormentedEmu Posted October 18, 2020 Author Share Posted October 18, 2020 Update: Added a new modlet called TE_ObjectManipulator This modlet introduces a new control panel that allows the user to manipulate and adjust the selected transform's scale, position, and rotation. First enter the creative menu and drag a TE_ObjectManipulatorHandgun into your toolbar. When you first hold the gun in your hand, the control panel will appear. You can toggle the display by left clicking while holding the gun. You can toggle the screen cursor by pressing the F2 button, which will allow you to click on the buttons and type in the search box, or copy position values. Please let me know if you have questions, comments, bugs, or anything. Cheers! Link to comment Share on other sites More sharing options...
TormentedEmu Posted October 19, 2020 Author Share Posted October 19, 2020 Bug fixed with the ObjectManipulator. Derp. Link to comment Share on other sites More sharing options...
Pra3t0r 0f R0m3 Posted October 24, 2020 Share Posted October 24, 2020 Is there a demonstration video of the object manipulator up somewhere? Link to comment Share on other sites More sharing options...
TormentedEmu Posted October 25, 2020 Author Share Posted October 25, 2020 On 10/23/2020 at 5:46 PM, Pra3t0r 0f R0m3 said: Is there a demonstration video of the object manipulator up somewhere? No, but I'll make one and post it on youtube. 😀 Link to comment Share on other sites More sharing options...
TormentedEmu Posted October 26, 2020 Author Share Posted October 26, 2020 Ok, here is the video: I hope it helps out. 😀 3 Link to comment Share on other sites More sharing options...
TormentedEmu Posted October 27, 2020 Author Share Posted October 27, 2020 Hey everyone! A user in Guppy's Discord by the name of Kamooti was talking about how to change sounds in game. The conversation led to changing the main menu's background music and how to override it without patching asset files and then having to distro large files. Well, as it turns out, the fix was even easier than I thought. It did take a small change in DMT to use a new hook method to begin loading Harmony patches. So now I introduce my latest creation: TE_MenuMusic Allows you to change the menu background music at the start of the game without needing to patch the resources.assets file. A sample music file in the ogg format has been provided for you to play around with. The mod is available on my Github at the link in the first post of this thread. The version of DMT needed to enable this mod can be found on my fork page here: Download link If Hal decides to accept this change and merge it into the main trunk, then I will leave this download available until such time as his is ready to download. Cheers! 1 Link to comment Share on other sites More sharing options...
TormentedEmu Posted December 26, 2020 Author Share Posted December 26, 2020 Happy Holidays everyone, I hope everyone is having a good and safe end of year. I updated the New block texture mod with a few new features, including the new modded paint brush, recipes for the new blocks, and added some more block properties. You can find all my mods at the Github link in the first post. Please let me know if you have any questions or bug reports either on Github or on Guppycur's Discord. Cheers! Link to comment Share on other sites More sharing options...
Pyrokar Posted December 26, 2020 Share Posted December 26, 2020 (edited) EDIT: Found the Discord, will be looking there. Sorry. Hi and happy holidays to all of you! First I have to say, I love your mods and have been waiting for this for years. Are there any tutorials on how to add your own texture arrays with this? I know how to add custom models to the game thanks to xyth's videos, but i do not know how to shape the texture arrays that they can be used by your mod when exported as a unitty3d file. Would be grateful for any kind of help. Sorry if this is the wrong place, this is my first post here. Best regards and stay safe Edited December 26, 2020 by Pyrokar (see edit history) Link to comment Share on other sites More sharing options...
TormentedEmu Posted December 27, 2020 Author Share Posted December 27, 2020 On 12/26/2020 at 3:13 AM, Pyrokar said: EDIT: Found the Discord, will be looking there. Sorry. Hi and happy holidays to all of you! First I have to say, I love your mods and have been waiting for this for years. Are there any tutorials on how to add your own texture arrays with this? I know how to add custom models to the game thanks to xyth's videos, but i do not know how to shape the texture arrays that they can be used by your mod when exported as a unitty3d file. Would be grateful for any kind of help. Sorry if this is the wrong place, this is my first post here. Best regards and stay safe Hi and thanks Pyrokar! I did post a step by step tutorial on Guppycur's Discord in the #texture_array channel. I also have plans to make a video. I can also try to format it and post the steps here. Let me know in Discord if you have any questions! Link to comment Share on other sites More sharing options...
TormentedEmu Posted December 28, 2020 Author Share Posted December 28, 2020 (edited) Step by step walk through Tutorial to create a new Texture2dArray within Unity: Get Unity 2019.2.17 from herehttps://unity3d.com/get-unity/download/archive Create a new 3d project. Install this package here https://github.com/pschraut/UnityTexture2DArrayImportPipeline GitHub - pschraut/UnityTexture2DArrayImportPipeline A Texture2DArray Import Pipeline for Unity 2019.3 and newer. - pschraut/UnityTexture2DArrayImportPipeline Here is a direct link to the download https://github.com/pschraut/UnityTexture2DArrayImportPipeline/archive/1.2.0.zip Unzip this file, then from within Unity, you need to manually install this package and point it toward the unzipped package and wait for it to completely install it. After that, probably a good idea to make a new folder in the Assets directory, call it whatever or TextureArrays Right click on the new folder and select the option to create a new Texture2dArray The new texture mod requires 3 arrays in total The first array will contain all your base color/diffuse textures The second array will contain the normal maps The third array will contain your metallic gloss, roughness, emission, ambient occlusion maps The slice index is very important and each set must match for each texture set. If a picture of wood is set to index 1, then the normal must go in index 1 of the second array, and the metallic map goes in index 1 in the third array, likewise I recommend using a placeholder image for index 0 due to the way the paint brush identifies index 0 as a way to "erase" a paint Basically, start placing all images at index 1. All three arrays will require a blank/black/whatever image in index 0. Once all three arrays are complete, make sure you hit the Apply button for the array to save, within Unity. Then select all three arrays and export the bundle using Xyth's export script https://github.com/7D2D/Templates-and-Utilities Next, you need to modify my mod xml located in the Config folder. You need basic xml and xpath knowledge to change my defaults to whatever you like. Modify the UV mapping.xml to match the blocks.xml id's UV mapping file, the ID will correlate to the ID in blocks.xml. The index number will correlate to the slice index of the texture2darray within Unity Make sure all the numbers match up. Make sure the texture array names in Unity match those within the InitHarmony.cs file, particularly: public static string MyTextureArrayDiffuse = "ta_NewBlockTest"; public static string MyTextureArrayNormal = "ta_NewBlockTest_n"; public static string MyTextureArraySpecular = "ta_NewBlockTest_s"; Either make your file names the same, or change those variables in the InitHarmony.cs fileTrial and error go a long way to understanding. Good luck and if you need help, talk to me in Discord Edited December 29, 2020 by TormentedEmu (see edit history) 1 Link to comment Share on other sites More sharing options...
khzmusik Posted January 23, 2021 Share Posted January 23, 2021 (edited) I just discovered this thread and your modlets. They look pretty cool, I especially like the one about adding your own music for the loading screen. I have a suggestion for that. Would it be possible to make the music file configurable in the XML? (It's not difficult to do this, I could even do the coding if you're OK with me forking your repo.) EDIT: OK, maybe it's not so easy to do... I imagine the music has to play before the XML is parsed. So never mind. Edited January 23, 2021 by khzmusik (see edit history) Link to comment Share on other sites More sharing options...
TormentedEmu Posted February 9, 2021 Author Share Posted February 9, 2021 The config is in the cs file, which you figured out. This is the easiest way rather than a cs script to read another xml file only to change the same value in the code 😄 It's a nice suggestion and maybe you could incorporate that into your own version, fork the repo and submit a pull request Link to comment Share on other sites More sharing options...
TSBX Posted February 25, 2021 Share Posted February 25, 2021 (edited) V, you are a very talented and intelligent person, and I'm constantly blown away by the strides you've made in the modding community. Kudos to you, friend. Edited February 25, 2021 by TSBX (see edit history) 3 Link to comment Share on other sites More sharing options...
Guppycur Posted February 25, 2021 Share Posted February 25, 2021 Samsies. Love ya! 1 Link to comment Share on other sites More sharing options...
Zolokhan Posted December 21, 2021 Share Posted December 21, 2021 Any chance these textures can be updated to work with A20 ... or do they work with A20 ? I have not been able to get them to work. I have been using the dead leaves texture from the terrain set as a corpseblock in my mod but now I cannot get it to work. Thanks for these mods, is it really that hard to make textures for this game? Nobody else does it except you lol Link to comment Share on other sites More sharing options...
Guppycur Posted December 21, 2021 Share Posted December 21, 2021 Yeh she's frikkin' brilliant and hard to duplicate. ...so as it stands she's doing real life stuff ATM so her mods are not updated til she returns. Vague I know, but it's the best answer until she says otherwise. Link to comment Share on other sites More sharing options...
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