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Author Topic: Some Stuff System Findings  (Read 2109 times)

mrofa

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Some Stuff System Findings
« on: October 17, 2014, 02:33:46 PM »

So in general i wasnt kinda happy how the stuff system handle and its still a bit rough to my taste.
Still i did find two interesting things and provide minimod as a example in attachment.

First one is a multi cost, its in 99% thanks to Omni extensive research on that matter.
Multi cost allows you set cost of selected material like metal and also use stuff cost
Code: [Select]
<madeFromStuff>true</madeFromStuff>
<costStuffCount>4</costStuffCount>
<costList>
     <Cloth>6</Cloth>
</costList>
So as you can see cost of this def is specified  for 6 cloth and also 4 of choosen material.

Second thing is what i seen on hospital bed, when you put it down it changes colors but only for selected parts.
As there isnt new example graphic yet, i did a bit of research on this.
First from this was that annoying overlay that kinda did brake the texture. So to get rid of it and still use the stuff system in def you just need to add
Code: [Select]
<shaderType>CutoutComplex</shaderType>
Second thing is to actually select which area will get the overlay and which not. It still require you to use that shader type, also you will need to use graphicMulti. Didnt find any way to do it in graphicSingle, maybe im missing something on that thrugh.
Anyways you will actually need 6 textures on that insted of 3. As you make MyTexture_front, MyTexture_side and MyTexture_back. You will also need to make MyTexture_frontm, MyTexture_sidem, and MyTexture_backm,.
M is important to tell the game what type of textures this are, and "m" textures will be the zones you select to show with or without overlay.
I did only test it with grayscale so im not sure how it will work with colors.
Black is is where there is no overlay, white or lack of anything is full overlay. Using gray shades sets specific opacity to the overlay.
Here is small example screen
Orginal Texture


M texture


How it looks in game from left Silver, Wood ,Gold


Hope it will help someone :)


Found singleGraphic way works also on walls :D
So you will need 2 textures only, all same stuff as above, except insted of "m" texture you needed for multi, you rename it with "_m" modifier. So you need My_Texture.png and My_Texture_m.png only :)

[attachment deleted by admin: too old]
« Last Edit: October 26, 2014, 06:37:25 AM by mrofa »
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skullywag

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Re: Some Stuff System Findings
« Reply #1 on: October 17, 2014, 02:51:33 PM »

Knew this already but great to document it (my one weakness). Good work.
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Shinzy

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Re: Some Stuff System Findings
« Reply #2 on: October 17, 2014, 03:08:01 PM »

Knew this already but great to document it (my one weakness). Good work.
Oh yyyyouuu buster! withholding information ;D
Mrofa! you're the absolute 1%!

..because Omni is 99%
BUT
moving on
I've been trying to figure this out on me own I was so hopeful the other day when I spotted the CutoutComplex thing
cause that sounded promising for a color mask
Didn't know what to name the files though
I tried good half an hour with "Bonetable_side_mask" "Bonetable_mask_side"

This will definately help someone
Telkir mite have use for this info aswell, just saying!

also that's some great interior design there in the room =P *applause*
Thank you
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mrofa

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Re: Some Stuff System Findings
« Reply #3 on: October 17, 2014, 03:14:26 PM »

Knew this already but great to document it (my one weakness). Good work.

So you maybe know how to make it work with graphicSingle or flickering one ?



Knew this already but great to document it (my one weakness). Good work.
Oh yyyyouuu buster! withholding information ;D
Mrofa! you're the absolute 1%!

..because Omni is 99%

I feel rich already ^^
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Minus

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Re: Some Stuff System Findings
« Reply #4 on: November 10, 2014, 04:04:31 PM »

I posted a "help me oh god help!" topic asking specifically for this! Thankyou so much!
EDIT: just wanted to add that yeah, it did go just as I wanted to! My custom beds work great!
« Last Edit: November 10, 2014, 09:52:24 PM by Minus »
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