FEATURE INFO Modding models for blocks

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

  1. Taelyn

    Taelyn Guest

    You add a folder to your scenario called SCENARIONAME/SharedData/Content/Bundles

    The Client will simple download the bundles from the Server IF there added to the SharedData

    Dont make your bundles to large since people with slow internet will prob leave your server due to slow download
     
    #41
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  2. Kassonnade

    Kassonnade Rear Admiral

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    I have a "holding" problem. I found how to get the object's size and orientation correctly in the game, but I have a problem with some items :

    NewGame_26_2021-01-19_16-34-39.png

    That's the best I could do, and I tried lots of different setups : the player head is never aligned with the weapon direction. This makes me ask the question : is there a specific part of the weapon mesh that we need to "name" (vertex group ?) and where should it be placed ? Or do we have to make a parent-child relationship with a "scope" or other gun part in the 3d application, and export the fbx with its hierarchy ? Is it done instead in Unity ?

    Edit : after changing quickbar slot and coming back to the modded weapon, the player's head finally lines up with the "target" :

    NewGame_27_2021-01-19_18-27-03.png

    But if I turn around, still holding the weapon, the head keep looking at the same "original" point in space while the player rotates :

    NewGame_27_2021-01-19_18-27-13.png

    When I fire shots, I hear and see nothing, but I see the ammo count go down. The reloading animation and sound are correct.

    Thanks in advance. :)

    .
     
    #42
    Last edited: Jan 20, 2021
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  3. Taelyn

    Taelyn Guest

    You cant mod weapons

    There are a couple of different things that need to be added to the weapons to make this not happen with the character model

    This might change in the future hence we wont explain now how it works
     
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  4. Kassonnade

    Kassonnade Rear Admiral

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    K. I had a feeling it would not be as easy as blocks.
     
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  5. Khazul

    Khazul Rear Admiral

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    What I really wanted to do with this is modify some existing blocks, for eg boarding ramps and ramps, some shutter doors etc to make different sized version of them. Boarding ramps for eg that are 7 wide so a large HV can get up them etc.

    Is there a way to get at existing models and is this permitted? i had hoped to do this via config file block only (rescaling the model), but that seems not to work unless I have missed thing (?).
     
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  6. ravien_ff

    ravien_ff Rear Admiral

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    We do not have access to modifying the game's models, only either adding our own or using what's already in the game. I don't think we can add doors yet.
     
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  7. Khazul

    Khazul Rear Admiral

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    I hope there is a way eventually. This seems to me THE most useful thing to mod in the absence of being able to code backing functionality - adding new size of ramps, boarding ramps, shutter doors, hangar doors along with more window shapes and block shapes and some new thruster sizes would be the other candidates that immediately come to mind.

    Right now I simply wanted to take the existing 5x4x9 boarding ramp and make a 7x4x9 version whihc I figured might be a no brainer, but its seem I am mistaken. TBH I had originally hoped it wouldnt even need modelling, but it seems block attributes for size only affect the placement bounding cube.

    While I can I see the appeal for adding completely new stuff (the fireworks above were cool for a demo), looking at a lot of the best mods for many games that I play, many are based on editing of existing assets and without that, I am guessing the mod would never exist at all.
     
    #47
    Last edited: Jan 21, 2021
  8. ravien_ff

    ravien_ff Rear Admiral

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    Well the main issue with things with moving parts like doors and ramps and turrets is the scripts involved. Need to be able to use the proper scripts in custom asset bundles so they work properly.
     
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  9. Khazul

    Khazul Rear Admiral

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    Which means the damn thing needs to be accessable at bundle build time. OH FFS! Wow - 5 minutes with unity and already I f****** hate it!

    I guess even unpacking the bundles via unity APIs probably wont help either?
     
    #49
    Last edited: Jan 21, 2021
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  10. Darinth

    Darinth Commander

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    Unity, like most highly technical pieces of software, takes time to get used to. Then you'll hate it even more.

    Joking aside, it does take time to get used to. Most of the things that I've found that I hated when I first started with it I've come around to understand why they were done that way. There are still some exceptions, but overall it's a good piece of software. It's just a complicated piece of software and that means a lot of layers to peel back to get a handle on everything.
     
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  11. Kassonnade

    Kassonnade Rear Admiral

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    Hahaha ! Welcome aboard!

    Are you going to show us more than smart talk, like some custom made blocks or props ?
     
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  12. Kassonnade

    Kassonnade Rear Admiral

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    So, we can't mod weapons because ... because if we try, the player's head goes all over the place when we try to move. And apart from weapons and hand held things, what is there to make in the ItemsConfig.ecf ?

    But I am from the Homo Obstinatus species, so I don't give up easily. This is a long shot.

    First, I took some screenshots of this guy :

    step-1.png

    From these I chose some to make this :

    step-2.png

    Then I pasted the face between these :

    step-3.png

    Filled in with skin color and only kept the ears (that I comnpletely replaced in the end because they lack details) :

    step-4.png

    From there and using the first screenshots as references, I made a clone of that guy by observation (tedious) and got a somewhat decent model that I then positioned to be in the exact same place as the player character in game, but as a weapon (that guy is a hand held weapon) :

    step-5.png

    It took quite a few attempts because there are rotations in all axis, and missing just by a few deg. had me starting again from zero. In the end I got pretty close :

    step-6.png

    So now the "weapon" guy and the player character overlap, and this gives me the references to position "hand held" items precisely on the model. Why not use player props ? Because they're not items, and they do nothing apart from cosmetics.

    This is using the "hold: 0" from the Animations.ecf, the one for "blocks" and the only one that does not play fuzzy tricks with the player pawn's head. :D

    .
     
    #52
  13. Khazul

    Khazul Rear Admiral

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    You mean all the good stuff to blow **** up?
     
    #53
    Last edited: Jan 21, 2021
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  14. Khazul

    Khazul Rear Admiral

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    You did update size in blocks for the block? As far as I cant tell this is the in game bounding cube for placement, rotation etc - not anything in the model.
     
    #54
  15. Kassonnade

    Kassonnade Rear Admiral

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    This has no impact on collision, you can write anything in there and place something completely different, the game will just accept it. Like for my huge glass dome / corners : since they are "corners" there is a lot of "wasted space" according to the "size in blocks" but all it does is display a blue/ red grid when moving the block around before placing it (allowed/ disallowed when detecting another block). Once placed, only the mesh colliders I fit on them is taken into account, not the "volume" defined by "size in blocks". Inside a small volume, it's not possible to have other blocks overlapping, but past a certain size the game seems to lose track and I can put other blocks in there. So I put the biggest blocks first, and after I can place the smaller one in the other block's "empty space".
     
    #55
  16. Khazul

    Khazul Rear Admiral

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    OK - I misunderatood your post and thought you were referring to placement.
    I wonder if the Voxelize property has any impact on this?.
     
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  17. Yarbles

    Yarbles Ensign

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    no worries, thanks for that! I assume this is the same deal for photos and videos with the decal system? Naturally this could be a security issue so every admin would have to double check what is being uploaded, especially relating to mature content.
     
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  18. ravien_ff

    ravien_ff Rear Admiral

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    You can make custom projectiles and even attach firing and looping sounds to them.

    Yes they are usable only in POIs on a scenario.
     
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  19. Taelyn

    Taelyn Guest

    Players cant upload stuff
     
    #59
  20. Yarbles

    Yarbles Ensign

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    I'm referring to some admins who might consider uploading particular content, and then that content is now on any players computer, kind of without checks - i know most admins are gong to behave, and there isn't a solution that I can think of off the top of my head.... it might be a bit tinfoil hat, but its worth mentioning. Back to topic now!
     
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