FEATURE INFO Modding models for blocks

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

  1. ravien_ff

    ravien_ff Rear Admiral

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    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.
     
    #181
  2. MidareToushirou

    MidareToushirou Lieutenant

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    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.
     
    #182
    Last edited: Sep 18, 2023
    Gordon 228 likes this.
  3. Gordon 228

    Gordon 228 Ensign

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    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.
     
    #183
  4. ravien_ff

    ravien_ff Rear Admiral

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    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.
     
    #184
  5. Gordon 228

    Gordon 228 Ensign

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    I guess putting it as a replacement for pentaxid is not an option then? lol
     
    #185
  6. ravien_ff

    ravien_ff Rear Admiral

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    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.
     
    #186
  7. Gordon 228

    Gordon 228 Ensign

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    How would you go about attempting it? with limited success.
     
    #187
  8. ravien_ff

    ravien_ff Rear Admiral

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    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.
     
    #188
  9. MidareToushirou

    MidareToushirou Lieutenant

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    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.
     
    #189
  10. warpnarget

    warpnarget Ensign

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    Hi
    the download link for the example project seems to be dead
     
    #190
  11. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    Just checked it and it downloads the project fine
     
    #191
  12. warpnarget

    warpnarget Ensign

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    [​IMG] [​IMG]
    its getting blocked for me somehow
     
    #192
  13. jmcburn

    jmcburn Rear Admiral

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    FYI, I just downloaded it just fine. Tried both Firefox and Chrome.

    Maybe something browser or security settings related on your end?

    /jmc
     
    #193
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  14. sulusdacor

    sulusdacor Captain

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    download link not working here either.
    (website not reachable, tried different browsers too)
     
    #194
  15. Bbautista

    Bbautista Ensign

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    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.
     
    #195
  16. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    Your Shape is wrong

    11. The property Shape in BlocksConfig.ecf needs to be set to ModelEntity for them to work (Shape: ModelEntity)
     
    #196
  17. ravien_ff

    ravien_ff Rear Admiral

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    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.
     
    #197
  18. Bbautista

    Bbautista Ensign

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    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) ?
     
    #198
  19. Bbautista

    Bbautista Ensign

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    Thank you for your response. yes I had to collider on the top of the prefab :) I did get it figured out
     
    #199
  20. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    You cant add scripts to it. Only ours work and those arnt shared with players
     
    #200

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