Hi. How can i extract 3d models and textures from "\Empyrion - Galactic Survival\Content\Bundles\models" and change it to use it later in my scenario?
That's not where the bulk of the content is, really. Look in "Empyrion\Client\EmpyrionData" and see the size of these resource packs... ^^
Thnks Thanks! So is it possible to extract files from there to modified it and then add it into my scenario?
Is this will be possible in the future? And why this is restricted? I can modified any values for default item, and choose any vanila models but cant use my own models. Why?
No its not possible at all. We encrypt our files. And if we catch you trying it we will take action. Legal Action. Or even disable your SteamKey Because to add models you need access to the Unity Project and we wont give such access. There CURRENTLY no plans to change this or to change it in the future
Well if anyone could simply walk in the shop and see how Eleon does everything, it would be easy to steal all their work and make a "clone" of their game, for example. It could also kill their project even before it's completed. The same applies to any game developer, in fact. It's a tough arena out there...
I asked how I can add my models in the game to my own mod and he already threatens me with the law. It's funny. I just need to add a couple of models, possibly vegetation weapons and create my own versions for the warp engine. It's all
You can suggest your "models" in this thread (show pictures if you want) : https://empyriononline.com/threads/wishlist-building-blocks-and-structural-devices.76917/ For "trees" and vegetation, submit your ideas (pictures are ok) in this thread : https://empyriononline.com/threads/...e-the-game-world-more-vivid-and-lively.51208/ If any of these interest the developers, it's your best chance to get your models in the game. Other than that, even if you know how to make models, it does not mean that the game can use them because each model has to have a "class" counterpart that is scripted by the developer, and probably many other components (sound effects, animations, LOD models, bumpmaps, etc) that are required in specific formats and all that jazz... .
The answer is in the first few words if its possible or not. The rest is just because you said you want to open our encrypted files So again is it possibe? No. Will it be possible. Likely Not. You can ONLY use what we add and provide to you.
Ok. I Want to create my own "TextureTable:" for my new blocs. How to do that? And "We don't use scale parameter anymore:" What does it means? I Want to decrease size of some devices or increase it. How can i do that? For example i want to decrease WarpDrive model to corresspond one small block in size. Is this possible?
Everything should be in there : https://empyriononline.com/threads/guide-color-tool-features-and-custom-color-palettes.44611/ You can try changing scale if you want, but the "visible" object and its collision box will not change. I tried making a huge turret and the only thing that changed was the blue/red grid showing this "scale" but it had no relation with the actual turret display and size. It also resulted in destroying part of the concrete platform I put the turret on... Also you can't change the number of blocks space a model uses (ex. 1x1 instead of 3x3), it will either not show in game or give an error, or the item will be replaced by the original version. You can try the AllowPlacingAt: "Base,MS,SS,GV,Terrain" parameter if you want to use BA/CV devices on the SV/HV grid size. The "scale" parameter is for calculating the building blocks (not devices) mass, which is now done automatically. You can edit the building blocks base mass in the MaterialsConfig.ecf. ----------------------------------------------------------------------------------------------------- As an example, for the CV warp drive: { +Block Id: 720, Name: WarpDrive Class: WarpDrive Group: cpgWarp IndexName: WarpDrive Material: metal Shape: ModelEntity ShowBlockName: true Model: @models/Blocks/Mothership/WarpDriveT1Prefab Mesh-Damage-1: Mesh/D0 Mesh-Damage-2: Mesh/D1 Mesh-Damage-3: Mesh/D2 Mesh-Damage-4: Mesh/D3 DropMeshfile: Entities/Misc/BagSmallPrefab Place: Free AllowPlacingAt: MS, display: true << change for AllowPlacingAt: "MS,SS", display: true (...) -------------------------------------------------------------------------------------------------------- Note that the modified warp drive will be smaller (SV/HV blocks size), but it will still take a 3x3 blocks space. .
Thanks, but I meant "TextureTable:" but not the color palette So the TextureTable as i noticed is an group or list of thextures that can you draw on your blocs. For now there 4 TextureTables 0 = steel 1 = wood 2 = concrete 3 = alien 4 = container extensions So what do i want. I Created new blocks for my scenario and i wish create my own TextureTable that will contain sertain textures from game. I can assign only 1 TextureTable for block group. And that is main problem. I tried this. I even tried to use " ModelScale:" but this is not work too
Sorry, that's all I know about that tool. I don't think we can use other textures, unfortunately. I may be wrong. As the model is exactly the same for CV and SV, I don't see the point in trying to get the CV warp drive into the SV blocks size. You can try swapping models for another one that only occupies 1-block space, like the detector, and use it instead of the SV warp drive model. Just make sure to change the SizeInBlocks" accordingly (1x1x1).
I left this method for last Do you know is it possible to use any in-game icon as "RadialIcon:" for tools and weapons? I've made SurvivalTool with built-in radar and when radial menu is open i want corresponding icon for it . I saw what i need when using cockpit there you can see an radar icon in the right side of HUD. But I don't know the full name for this icon (
If adding new models is illegal then how did Vermillion add in the giant mech walker and smooth slope block that comes with his Reforged scenario?
@Vermillion has been playing this game and making POIs and vessels for a long time, and he knows all ancient blocks (I don't) that are not used anymore. From there, it's just a question of using his memory and use the old names in the configs to "recall" these models that are still in the game. To be honest, the amount of trial & error involved with this kind of work is impressive and time consuming, so hats off to him for doing this not even knowing if some models/ icons will show up. We still have the possibility to install and play an older version of the game, so this is another way to find out about "old content" that may still be in the game files but not used/ shown anymore. The "giant mesh walker" - if I remember well - was a "boss" that could be found in some POIs' lowest level some time ago, and the smooth slope might be the same. ------------------------------------------------------------- @NecroVacuum : even if you successfully guess names of objects and icons, these may not be of a proper size to be used in a way they were not intended for, or they may be of a different format. For the UI icons, these are tied to functions as they have an on/off (light/dark) state, so you will probably not be able to get them to work simply they are probably not in the same location as the other, "normal" inventory objects icons.
Long smooth slope is a rejected shape of block of extra-large blocks that were 2x2 and 1x3 but don't seem to have ever been used. The mech is in the config, but was never used. Which is a shame because it's awesome and a waste of a perfectly useful asset, which is being wasted in favor of an inferior one (Armored Golem) which uses the same controller.