Even while I have the right phyton version installed from the given link, I get "no module named `clr`" error when I try to enable the addon throught settings.
Okay, I found a way by manually installing the phyton in another way but now I get the "no module named 'gibbed'" error. The annoying thing is I cannot find ANYTHING related to gibbed with prototype or blender, and I don't even know what Gibbed means.
Im bowing my head to the greatest mod here. THIS WILL MAKE SO MUCH STUFF POSSIBLE. Thank you. I wish i had time to blender and remake some of the bad hive breaking down animations.
Here are some Points about what you've posted:
The Tutorial is just about Texture editing with a new programm, not even in blender, this is not what id expected, to be here as tutorial for your Blender import export, this is to the point it even seems fishy cause it is that much out of place :(, you should connect it (at least per link) to the other mod you uploaded (which makes the whole thing far more understandable, why did you even post it as two seperate Mods. Well, nothing much.) This tutorial (And therefore the first Part of your Modpack) is interesting tho; Cause Texmod has the following problem; to big Textures wont be loaded, so if you could add 4048x4048 textures without having problems, that would be amazing. Otherwise i had problems with editing the "gory texture around the hives" lets call it splatter from people. Anyway the texture of that bloodstains has the property, to have all whitish parts to made seethrough in the game with no chance for editing with Texmod, this makes it very complex to make textures that look good, (if you look at my texmod screenys there is a screenshot) Cause you need the white background of the bottom for the texture to emerge and look right. Thats why i needed to recolour the tiles whitish.... so it could be visible. Since this modding of textures is far more in depth, it might be that you could find a way around this property which would give the modder more possiblitys. Yet if it cant do any of the previos points and only makes the usuage more easy (Download Drag n drop) i wont consider remaking Texmod-mods via this method cause a few hours more will be lost (Due to more compexity of the method). Secondly if this method was used i would encurage the people to rename the edited textures to the same name as the original former ones, so that Texmod to overwrite these may still be used... This Method of texture editing needs to prove itself, but its possibilities seem limitless.
Ill endorse you for the Blender import export part without testing it; Ill expect great mods from it. But please upload a fitting tutorial for the second half of your "Modpack"
Another Big favor you could do for me to fill up your dependancy tabs with links. (Pythonnet)
Hey glad you like, about the video, yeah it seems i make a mistake and put the wrong one, i'll fix that right away. About the textures, higher res textures and transparency maps are a possibility but i haven't tested it personally, although there's still the limitation of Prototype being a 32 bits program.
About why i separated the mods, i feel they are different tools although currently you need EditP3D for exporting back. In the future it should be possible for the addon to work alone and you'll would only need EditP3D for more technical or advanced changes.
All this stuff is still bare bones and we are still figuring it out, so far outlook looks good, and there's already some good looking mods on the works like an Elizabeth Greene player swap, complete with powers on her style. But still a big part is making it easy to use and we are still working on that.
By the way would love to have you on the modding server, you know a lot of stuff that we probably don't so if you can hop on and we'll talk in depth.
15 comments
Here are some Points about what you've posted:
The Tutorial is just about Texture editing with a new programm, not even in blender, this is not what id expected, to be here as tutorial for your Blender import export, this is to the point it even seems fishy cause it is that much out of place :(, you should connect it (at least per link) to the other mod you uploaded (which makes the whole thing far more understandable, why did you even post it as two seperate Mods. Well, nothing much.) This tutorial (And therefore the first Part of your Modpack) is interesting tho; Cause Texmod has the following problem; to big Textures wont be loaded, so if you could add 4048x4048 textures without having problems, that would be amazing. Otherwise i had problems with editing the "gory texture around the hives" lets call it splatter from people. Anyway the texture of that bloodstains has the property, to have all whitish parts to made seethrough in the game with no chance for editing with Texmod, this makes it very complex to make textures that look good, (if you look at my texmod screenys there is a screenshot) Cause you need the white background of the bottom for the texture to emerge and look right. Thats why i needed to recolour the tiles whitish.... so it could be visible. Since this modding of textures is far more in depth, it might be that you could find a way around this property which would give the modder more possiblitys. Yet if it cant do any of the previos points and only makes the usuage more easy (Download Drag n drop) i wont consider remaking Texmod-mods via this method cause a few hours more will be lost (Due to more compexity of the method). Secondly if this method was used i would encurage the people to rename the edited textures to the same name as the original former ones, so that Texmod to overwrite these may still be used... This Method of texture editing needs to prove itself, but its possibilities seem limitless.
Ill endorse you for the Blender import export part without testing it; Ill expect great mods from it.
But please upload a fitting tutorial for the second half of your "Modpack"
Another Big favor you could do for me to fill up your dependancy tabs with links. (Pythonnet)
About why i separated the mods, i feel they are different tools although currently you need EditP3D for exporting back. In the future it should be possible for the addon to work alone and you'll would only need EditP3D for more technical or advanced changes.
All this stuff is still bare bones and we are still figuring it out, so far outlook looks good, and there's already some good looking mods on the works like an Elizabeth Greene player swap, complete with powers on her style. But still a big part is making it easy to use and we are still working on that.
By the way would love to have you on the modding server, you know a lot of stuff that we probably don't so if you can hop on and we'll talk in depth.
Thanks for the endorsement too!