FEATURE INFO Modding models for blocks

Discussion in 'FAQ & Feedback' started by Pantera, Dec 17, 2020.

  1. Taelyn

    Taelyn Guest

    You could try the steps in the post and then this

    IsTextureable: true

    If that doesnt work then its not possible
     
    #121
  2. Taelyn

    Taelyn Guest

    The Modding will not be expanded currenlty
     
    #122
  3. Mofa

    Mofa Guest

    Let me guess and for doors you also need a script because with animation it is not precise?
     
    #123
  4. ravien_ff

    ravien_ff Rear Admiral

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    I was not able to apply a custom texture to terrain blocks.
    However you can set them to use any of the in-game terrain textures and that texture will show up in space when spawned as an asteroid, but no you cannot add your own textures to terrain blocks.
     
    #124
  5. Mofa

    Mofa Guest

    @ ravien_ff
    I didn't mean used textures but the textures in the texture gun. But Taelyn has already said that it does not work
     
    #125
  6. Mofa

    Mofa Guest

    I have already tried everything then it will not work.
    Coloring works but texturing does not.
    Thanks for your answer
     
    #126
  7. Mofa

    Mofa Guest

    I think I can actually save this question but ask it now anyway.
    Doors will then also need nen script or do they work via animation?
     
    #127
  8. Taelyn

    Taelyn Guest

    Yup needs scripts, as you cant add the sensor neither how to interact with it

    The Animation you can add
     
    #128
  9. TheGazbeard

    TheGazbeard Lieutenant

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    @Taelyn - Is the call for missing block shapes still open, or has that request been closed?
     
    #129
  10. Taelyn

    Taelyn Guest

    #130
  11. Punk

    Punk Ensign

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    Good Evening, I am trying to create my first deco block. just an alien plant I can place as a furniture object.

    How would I get my object in a furniture or plant block?
    Do I need to edit the BlocksConfig.ecf or can I create my own .ecf?

    Also. how can I make it a stand alone object?

    My code is the following... bloccoplant.ecf

    { +Block Id: 3000, Name: bloccoplant, Ref: IndoorPlant01
    # also if bundle name doesn't work, use BigFlowerPrefab2noscript, original is BigFlowerPrefab2.
    Material: woodhard
    CanPickup: true
    Shape: ModelEntity
    Model: @blockmodels/BigFlowerPrefab2noscript BigFlowerPrefab2
    ShowUser: Yes
    DropMeshfile: Entities/Misc/BagSmallPrefab
    AllowPlacingAt: "Base,MS,SS,GV", display: true
    StackSize: 1000
    BlockColor: "110,110,110"
    ShowBlockName: true
    HitPoints: 50, type: int, display: true
    Mass: 100, type: float, display: true, formatter: Kilogram
    Volume: 31.25, type: float, display: true, formatter: Liter
    }
     
    #131
  12. ravien_ff

    ravien_ff Rear Admiral

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    Just use the block name if using IDs over 2047. So:
    { +Block Name: bloccoplant, Ref: IndoorPlant01

    Add it to the blocksconfig.ecf file in your scenario then it will show up in-game for you to use.
    Don't forget to add a template in templates.ecf if you want it to be craftable, and an entry in the localization file if you want to give it a name in game.

    For the model, I suggest using custom names for your Unity bundles. It will help maintain compatibility especially if you ever want to use Unity packages created by other people. So for example I name my Unity bundle as eden_blockmodels.
     
    #132
  13. Punk

    Punk Ensign

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    Thank you very much Ravien!

    I must say I was elated to have a modder of your caliber reply so quickly. I'm a big fan of your work and a big fan of Empy.

    The tips you gave me worked. The odd thing is... I have to copy and paste the code from another line instead of type them out. I think the notepad I'm using is inserting improper characters and background info that is throwing off the ECF coding. I will switch to Notepad++.
     
    #133
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  14. Punk

    Punk Ensign

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    Hello! Thanks all for your help, I'm back with another question. I got my ECFs working however I'm not sure why my custom block models are showing up as a blank cube in game. The Item is there with stats and description but the block model is a blank cube. Am I addressing the block model incorrectly in the ECF?

    My code is as follows, and I placed the blockmodel bundle in the following folder... Empyrion - Galactic Survival\Content\Scenarios\TestBlockmodTemplate\SharedData\Bundles. bundle is named diamondpack

    { +Block Name: Diamondb, Ref: IndoorPlant01
    Model: @diamondpack/DiamondBlock
    SizeInBlocks: "3,3,3", display: true
    }

    The bundle hierarchy shows

    The blank block model is next to the christmas tree
    upload_2021-8-12_0-20-52.png
     
    #134
  15. ravien_ff

    ravien_ff Rear Admiral

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    Needs to go under SharedData/Content/Bundles.

    The scenario in my signature has the correct folder layout for scenarios since some of it isn't obvious.
     
    #135
  16. Punk

    Punk Ensign

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    That did it. Thanks again. You're a life saver.
    I am actually using your scenario. Big thanks. However some of the folder structure is not set up, I had to do it manually and I fu#!ed it up.
     
    #136
  17. Minelaus

    Minelaus Captain

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    Hi is there a list with usable Hardpoint name's like "BulletSpawn" for fixed weapons for example .
     
    #137
  18. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    You are not able, neither allowed to mod those. Such info will not be given
     
    #138
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  19. Minelaus

    Minelaus Captain

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    I asked couse it's not scripts i talk abbout , dind't know it's sutch a sensetive theme to ask even about names of a model , i can understand if there is code be involved , but in a case of objeckts that need only a specified name on a empty objeckt to work is for me not realy understandable .
     
    #139
  20. Hardage

    Hardage Lieutenant

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    @ Devs
    Is there currently a problem with the EmpShader for block modeling?
    I updated the Unity version and downloaded the bundle that comes with it from the forum here.
    Then created a test block. Then put the material on the EmpShader and set everything as it should be.
    Everything works wonderfully before 1.8.
    After I have now compiled my bundle, the models appear purple, so the things that are occupied with the EmpShader.
    If I change it to a standard shader it works.
    Would be great if there is a solution for this.
     
    #140

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