Pacco Posted June 24, 2015 Share Posted June 24, 2015 who?? me??? Link to comment Share on other sites More sharing options...
Devilhunter Posted June 25, 2015 Share Posted June 25, 2015 What the hell? I'm trying to import this one <configs> <config name="recipes"> <append xpath="/recipes"> <recipe name="scrapBrass" count="24" scrapable="False" craft_area="campfire" craft_tool="cookingPot" craft_time="60" craft_exp_gain="2" learn_exp_gain="20"> <ingredient name="copperOre" count="1" /> <ingredient name="coalOre" count="1" /> <ingredient name="calamineOre" count="1" /> </recipe> <recipe name="coal" count="2" scrapable="False" craft_area="campfire" craft_tool="cookingPot" craft_time="60" craft_exp_gain="2" learn_exp_gain="20"> <ingredient name="trunkPine" count="1" /> </recipe> <recipe name="coalOre" count="1" scrapable="False" craft_time="1" craft_exp_gain="1" learn_exp_gain="1"> <ingredient name="coal" count="1" grid="0, 2" /> <ingredient name="coal" count="1" grid="0, 1" /> <ingredient name="coal" count="1" grid="0, 0" /> <ingredient name="coal" count="1" grid="0, -1" /> <ingredient name="coal" count="1" grid="0, -2" /> </recipe> </append> </config> </configs> But I get an error Error: There are multiple root elements. Line 1, position 290. Link to comment Share on other sites More sharing options...
Devilhunter Posted June 25, 2015 Share Posted June 25, 2015 The problem was solved by splitting it into 3 pieces (files). But that's not a good solution. Link to comment Share on other sites More sharing options...
Pacco Posted June 25, 2015 Share Posted June 25, 2015 V3 is coming the next few days. With it you could edit multiple Entry's at once! Link to comment Share on other sites More sharing options...
Devilhunter Posted June 25, 2015 Share Posted June 25, 2015 Well...yes. But when I substitute the whole e.g. recipes.xlm it works. I don't get...HOW? Or it works because there is one <recipes> </recipes> with many inner <recipe> </recipe>? If such a situation is a limitation, that's OK. I thought that I was doing something wrong. Link to comment Share on other sites More sharing options...
randor9 Posted June 26, 2015 Share Posted June 26, 2015 yea just wait a bit pacco wil be releasing v3 soon if i knuw how v2 worked i would help ya but i havent yused it in forever so sry. Link to comment Share on other sites More sharing options...
Devilhunter Posted June 26, 2015 Share Posted June 26, 2015 Thanks. For now the solution of splitting is suitable for me. Link to comment Share on other sites More sharing options...
salentini09 Posted July 2, 2015 Share Posted July 2, 2015 if I use a mesh already in game, can I use the line "<property name="CustomIcon" value="myitemname"/>" to add my icon ? Link to comment Share on other sites More sharing options...
Pacco Posted July 2, 2015 Share Posted July 2, 2015 Sure - - - Updated - - - But you dont need the custom Icon line. Just make your new Item, and then put the icon in the icons folder with the exactly name of your item Link to comment Share on other sites More sharing options...
salentini09 Posted July 2, 2015 Share Posted July 2, 2015 Thank you! Link to comment Share on other sites More sharing options...
three08 Posted February 22, 2016 Share Posted February 22, 2016 How do you know what size too make it? I've spent hours trying to extract the meshes from the game to use as a template for the size but nothing I've used works. Link to comment Share on other sites More sharing options...
Pacco Posted February 22, 2016 Share Posted February 22, 2016 This is a trial and error thing. But if you got the first few one's ready, it get easier...... Link to comment Share on other sites More sharing options...
three08 Posted February 22, 2016 Share Posted February 22, 2016 I got the meshes, turns out I was making the new one bigger when it needed to be smaller....I'll update on how I went later, still downloading 12.5 again right now. To get the meshes you need 10.5, disunity doesn't work on unity 5 files. Link to comment Share on other sites More sharing options...
three08 Posted February 23, 2016 Share Posted February 23, 2016 Well I've tried a few models and items now and I'm reasonably sure I have the sizes right but nothing I do is working. I get a null ref every time after I pick-up a modded item. I think it must be something I'm doing wrong in unity when exporting the prefab. I'm using free assets from the store for my models. Link to comment Share on other sites More sharing options...
Pacco Posted February 23, 2016 Share Posted February 23, 2016 on wich version you are trying this??? sd2dx only works with a12.5 Link to comment Share on other sites More sharing options...
three08 Posted February 24, 2016 Share Posted February 24, 2016 I'm using a12.5 Link to comment Share on other sites More sharing options...
three08 Posted February 24, 2016 Share Posted February 24, 2016 Okay I downloaded unity 5.0 I was using the latest version as soon as I switched to 5.0 the models started showing up and the null ref error was gone. Only problem now is position, the model is nowhere near the players hands and nothing I do in unity of blender seems to move it. Link to comment Share on other sites More sharing options...
Pacco Posted February 24, 2016 Share Posted February 24, 2016 you need to set up a game object at the zero position in unity like this: https://gyazo.com/bf63fe86f614b2915eef48d5d3c822d0 here its called BottlePrefab it´s just a simple empty gameObject at 0,0. then the bottle mesh had a transfrom like this: https://gyazo.com/b58c7f16256448c9cfac1a0b1b56950d If you try to move the BottlePrefab in the room nothing happens in game because it always get´s loaded at position zero. So best youmake an empty game object, reset his position, and put your mesh (with the right transform) on the Prefab Game Object. Hope this is understandable Link to comment Share on other sites More sharing options...
three08 Posted February 25, 2016 Share Posted February 25, 2016 Thanks! Using what you told me I managed to get one of the models into my hand but I'm still having trouble rotating it to face the right way. I got a block in and working well it's just items I'm I'm having issues with now. Item textures aren't showing up, only block textures for some reason, even know I can see them in the prefabs in unity. Edit: I think I might have both the above problems sorted out too. I've got a new gun model in and facing the correct way with it's textures in place. I'm still trying to set the sights.....Thanks for your help, I would of given up days ago without it Link to comment Share on other sites More sharing options...
Pacco Posted February 25, 2016 Share Posted February 25, 2016 Nice you got it in the end. The more practice you'll get the easier it will be. I could get weapons in in 5 min now. And you wouldn't believe how long I tried to get my first model in....... Link to comment Share on other sites More sharing options...
three08 Posted February 25, 2016 Share Posted February 25, 2016 Here's a screenshot of what I've added so far. The sights are still out on the gun and I can see the scope when I zoom but I think I need scripting to fix that? Link to comment Share on other sites More sharing options...
Pacco Posted February 25, 2016 Share Posted February 25, 2016 You should take a look at the sniper rifle! The second Action Button set's the sniper scope overlay. You could also use it on every weapon with Attached scope Link to comment Share on other sites More sharing options...
three08 Posted February 26, 2016 Share Posted February 26, 2016 Yeah I'm using the sniper scope overlay but I can still see the models scope when I zoom in. Link to comment Share on other sites More sharing options...
Pacco Posted February 26, 2016 Share Posted February 26, 2016 You need to put it more to the stock (back of the weapon) If the scope "touch" the player face when aiming, it should dissapear in the overlay. The overlay is as it's called just a overlay over the normal aiming animation..... Wich means if the scope is in the line of the aiming screen it will be shown. Link to comment Share on other sites More sharing options...
three08 Posted February 26, 2016 Share Posted February 26, 2016 Hmm, I'll give that a try later. I've been trying to do it by adding a camera for the sights and it works well when zoomed, I just cant work out how to get it to only use the camera when the right mouse button is held down. Right now it starts using the new camera as soon as you put the rifle in your hand. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.