I didn't try replacing the model of an existing deco block, but I doubt that would make any difference. I think the terrain deco needs to be set up a certain way and we don't have access to how to do it.
Well currently I can't even successfully get a model imported into empyrion without it crashing. But I did see a post about downgrading to fix collider issues on custom blocks. https://empyriononline.com/threads/modding-models-for-blocks.96541/page-9#post-460076 If I can get it to work I will report back my experience. UPDATE: Did a debug test and the models work with a normal deco block, so it may just be the lack of compatibility with the growing pentaxid crystal -- I speculate due to the script that makes it "grow" not being a simple timer that changes models but rather something that has a static list. No clue without seeing the internal workings.
I have a problem with importing a model into the game. I get a white error saying prefab not found: "name of block" how do I resolve this? as this is only only thing preventing me for having the model in game.
That means the game cannot find your prefab. This could be for any number of reasons. For example: It's referenced wrong in block config. It's not assigned to an asset bundle. The asset bundle isn't in the proper place in the scenario. We make heavy use of custom assets.
You cannot replace an in-game model. You can add your own model and change what model is used in the block config file. Using custom models for planet deco is also not really something that works well.
Either change the model used for an existing deco block, or add your own custom deco block and then add it to a test planet and see how it works. I could do it, but collision didn't work and performance was pretty bad.
Reporting back with what I've learned. Got it to work by just using a new deco block. Collision works just fine with this block as well. It is not possible to use the terrain generator or playfield deco system with custom models. They have to be incorporated as base blocks and as POI.
FYI, I just downloaded it just fine. Tried both Firefox and Chrome. Maybe something browser or security settings related on your end? /jmc
So not sure if this even works anymore can someone let me know? Using Unity 2022.1.24f1, downloaded the project file. Simply made a deco model. Made sure to set the collider on top of the mesh... exported the bundle.. comes in game but no colliders.. { Block Name: PosterLynne Model: @blockmodels/Lynne2 CustomIcon: PDAsingle Info: bkiPosterBiker, display: true TemplateRoot: PosterBiker IsPhysicsColliders: true Shape: Config3DCollider Collide: "bullet,rocket,melee,movement" DropMeshfile: Entities/Misc/DropContainerNewPrefab #Large container box; Available variants: see start of this document! RepairToTemplate: false, display: true MarketPrice: 1899, display: true Material: metallight ShowBlockName: true Place: Free #CanPickup: true #no CanPickup because text is on poster when looking at it! PickupTarget: PosterARest Category: Deco Blocks AllowPlacingAt: "Base,MS", display: true SizeInBlocks: "1,1,1", display: true SizeInBlocksLocked: "Base,MS" Info: bkiPosterARest, display: true IsOxygenTight: false, display: true StackSize: 1000 Mass: 0, type: float, display: true, formatter: Kilogram Volume: 0, type: float, display: true, formatter: Liter CPUIn: 0, type: int, display: true RpFactor: 0 XpFactor: 0 } Not sure what I am doing wrong with this.
Your Shape is wrong 11. The property Shape in BlocksConfig.ecf needs to be set to ModelEntity for them to work (Shape: ModelEntity)
Also your collider needs to be on the very top object of your prefab, not just above the mesh but the very first object. Wasn't sure if that's what you meant so just clarifying.
Thank you I did change that. I did get it fixed. For some reason if I do not change the scripts name anytime I make a change the game reads the old date. (the script). I did change things and was able to get the model in and it works correctly. Thank you for the support. Btw, I am excited for the upcoming dlc. Are there any plans to in the future to elaborate on the modding side of things? (gives us more things we can do) ?