Looking for testers? I'd happily contribute my QA eye to proceedings

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Show posts MenuQuote from: Anxarcule on December 11, 2016, 08:23:51 AM
Just wanted to pop in and give my support - progress you've made looks/sounds very promising! Excited to see this in the steam workshop
Quote from: wafflep90 on November 28, 2016, 07:59:30 AM
Cant wait for this to be released, being a massive star wars fan incorporating this into such a great game it just a dream, pics look amazing so far![]()
Quote from: Pink Omega on November 11, 2016, 06:41:18 PMQuote from: demeggy on November 11, 2016, 05:49:15 PMCan you tell me some tricks? Like the paintbrush size to continue a vanilla animal outline etc..I will sure be glad! Sorry for bothering you anyway ^^Quote from: Pink Omega on November 11, 2016, 05:14:52 PM
Hello. Can I ask you something? In wich platform you created/drew/painted the creatures (Like Tauntaun for example) from this mod?
Avid paint.net userI most hacked the hell out of the existing assets as a base template though!
Quote from: Pink Omega on November 11, 2016, 05:14:52 PM
Hello. Can I ask you something? In wich platform you created/drew/painted the creatures (Like Tauntaun for example) from this mod?
Quote from: kaptain_kavern on November 11, 2016, 02:39:06 PM
I hope someone will come by to explain it better than me after wise but as far as I can tell, no.
Simply put, xml permit only to use/re-use mechanics that are already in Vanilla.
You have 2 options though :
Those two mods purpose is to bring you C# modding possibilities by using xml code only. Basically like you mod the core game using core defs, you can use their defs/C# class.
I'm at that step myself, I can do Xml modding only but I am learning how to use them.
Also if you can/want and as you are an active modder, send a pm to Skullywag about being invited on the Discord "modding server", you could gather some real help, in real time, there ^^