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Any thoughts on this ?

Started by RedKetchup, September 26, 2014, 01:16:57 AM

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slink

@RedKetchup, in this mod you don't have AO files for the partial skins.  I am trying to make a mod with two skins, but they both have an AO file.  When I try to use your method, the game won't place the building.  It crashes instead.  Is that why you don't have an AO file for all of those skins?

RedKetchup

you need an AO file for each building and each 'buildXX' for those buildings.
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RedKetchup

#92
AO files you can do like me, very very very simple : a big white square of 64, 128,256 or 512 pixels.

be sure it is square 64x64, 128x128 ... etc


in attachment there are my 4 AO files of my college
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RedKetchup

and each one needs an .rsc file to go with it :)


ImageBuffer resource : "Texture/AOTexture.rsc"
{
String _imageName = "Models\MaterialInstance\CollegeBuild01AO.png";
}


is an example
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slink

Does the Repeat command require that the files be numbered 01 - xx?  Therefore will other names not work?

RedKetchup

usually Luke use
=Clamp
=Clamp

but personnaly i prefer
=Repeat
=Repeat

i dont know if any other than that exist

clamp i think stretch it while i ask to put another one side by side
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RedKetchup

#96
the 01-xx ?

no that it s my system i found, got an illumination of how i can make it work without have to make this stupid thing that takes 96 hrs to build ^^



And you can give the name whatever you want , me i use a system easy to copy/paste 01 02 03 04 i just have to change the number to all .rsc files.

you can call it WallFront, WallBack, Roof, door, windows, ... whatever you want. but you need to do many .rsc files for each textures you put.
personnaly i always get like around 12 diff texture per building.
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slink

Ah, okay, so Repeat is like "tiled" on the desktop wallpaper.  So that is not my problem.

I have the two files SJGLBreweryWallsTexture.png and SJGLBreweryRoofTexture.png, and their AO files also (named SJGLBreweryWallsAO.png and SJGLBreweryRoofAO.png), and the rsc files for all four of them, plus the ones named SJGLBreweryWalls.rsc and SJGLBreweryRoof.rsc, and SJGLBrewery set that is the copies of the aviary like your littlehouse set.

The names SJGLBreweryWalls and SJGLBreweryRoof appear in the model, in the editor, just like your names do.

I am going to have to start from the beginning with a renamed copy of the tavern, and then begin again to make changes.


RedKetchup

no no no no the AO files are for the build01 build02 build03 and the mesh one.

the texture are different and not require AO file
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RedKetchup

a texture require a Monestary01c.rsc file for example and a Monestary01cTexture.rsc file
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RedKetchup

#100
so you have :

SJGLBreweryWallsTexture.png

you need a :

SJGLBreweryWallsTexture.rsc
and
SJGLBreweryWallsTextureTexture.rsc (double texture cause you named the 1st one with already texture in the name)
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RedKetchup

the rsc one =


MaterialInstance resource
{
Material _material = "Material\OpaqueSnow\OpaqueSnowMaterial.rsc";
Texture _textures
[
{
String _name = "diffuse";
ImageBuffer _texture = "Models\MaterialInstance\SJGLBreweryWallsTextureTexture.rsc";
}
{
String _name = "snow";
ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc";
}
]
}

MaterialInstance damage
{
Material _material = "Material\OpaqueSnow\OpaqueSnowDamageMaterial.rsc";
Texture _textures
[
{
String _name = "diffuse";
ImageBuffer _texture = "Models\MaterialInstance\SJGLBreweryWallsTextureTexture.rsc";
}
{
String _name = "damage";
ImageBuffer _texture = "Models\Buildings\DamageTexture.rsc";
}
{
String _name = "snow";
ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc";
}
]
}


and your texture one that link to png :

ImageBuffer resource : "Texture/ModelTexture.rsc"
{
String _imageName = "Models\MaterialInstance\SJGLBreweryWallsTexture.png";
AddressMode _addressU = Repeat;
AddressMode _addressV = Repeat;
}



or =Clamp;
    =Clamp; if you prefer
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RedKetchup

you also need to go in 3ds and name it : SJGLBreweryWallsTexture for each SJGLBreweryWallsTexture.png you use
and
SJGLBreweryRoofTexture for every  SJGLBreweryRoofTexture.png you use. the brown labelled square on top of your 'green square' material.
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RedKetchup

a screenshot sometimes worth 1000 words ^^
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Gordon Dry

I like the idea of pressing 'F' for styles and colors.

But for me it seems the buildings look too 'clean and fresh' and because of the game engine they will look like that forever.

So I suggest a new feature! Yeah... - but I guess actually it's impossible to implement that, a very later modkit of a very later game including functions could achieve that: patina! Or 'getting older and worn' by the time passing by.