You could try the steps in the post and then this IsTextureable: true If that doesnt work then its not possible
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.
@ 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
I have already tried everything then it will not work. Coloring works but texturing does not. Thanks for your answer
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?
Yup needs scripts, as you cant add the sensor neither how to interact with it The Animation you can add
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 }
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.
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++.
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
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.
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.
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 .
@ 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.