When you upload your mod(s), please do not include other people's mods. Please remove all .dll files and other files that you did not create yourself from your zip files. This causes problems because when user unpack your zip files, they overwrite the original creator's mods and yours may no longer be up to date.
Also, please respect other people's work and do not distribute it as if it were your work.
Hi! Just wondering how to make custom deco? I saw it was updated in the last one but I didn't see any example in the main file or the example folder. I wasn't sure what size they needed to be. Thanks!
is it possible to change the name for the cards separately for each rarity? eg piggy common, silver, gold, ex, etc? specifically cuz of the artexpander mod! (best case here would be to enable modders to use a list instead of seperate txt files)
also is there a way to edit the posters yet? i cant find em in the example file!
Ever since the wall and floor update my guess is that a lot of people are having similar issues that I'm having. I told the mod what floor I want but for some reason "Floor1" or "Floor 1" doesn't work anymore. how do you fix this? Same with walls. Is it just another name now?
yes, you can download the Example file. You can find it in: vanilla\objects_textures\Patterns\Ceiling vanilla\objects_textures\Patterns\Floor vanilla\objects_textures\Patterns\Wall
Hey would it be possible to make the classes in the mod Public? Im attempting to patch them so that the dll can work with thunderstore's system, I just can't find a way to patch it without having to carry over the entirety of your pre existing code. I could easily be missing something but from what I can tell patching private classes is near impossible to do.
The main thing im trying to do with it is change 3 Variable to account for the pathing issues
to be essentially the same thing but with + "..\\..\\" + Plugin.TextureReplacerMod.Valueafter the directory fetch
For reference this is what the `TextureReplacerMod.Value` is;
TextureReplacerMod = Config.Bind<string>("API Settings", "Texture Replacer Mod ID", DLLName, "What mod should be used for Texture Replacer? [Insert the Thunderstore Dependency String, without the version peice, for example; BepInEx-BepInExPack]");
for testing: https://drive.google.com/file/d/16-FJWTiQ97uSmPj8WWrHM6hSOmjMf2V9/view?usp=sharing EDIT: If you still need the test file, write me a pm : )
As you can see, it does not interact with the statue podium mesh. I looked through the assets and the only mesh that looks similar to this is the playmat mesh. The scene hierarchy for a statue that used it (PiggyD) has statue podium with statue podium (2) attached to it seen here.
From what I see, the following statues have this extra support mesh.
Do we have a way to adjust that yet? Using MonsterStatue_PiggyD_Podium_Mesh will allow us to control the larger bottom podium while the other one remains static.
Has anyone had issues with the game not rendering transparent textures properly. With the new update, I am trying to use some more complicated 3D models, but am finding that on some, the game will render transparent meshes as just black.
I am unsure if this is just a limitation on the game, or if I need to get better with my blender skills.
Hello, I noticed that you updated the mod so that the statues have different Meshes and Textures than the figurines, which is great!
But I have a question. From what I understand, the base/pedestal of each statue is a file called StatuePodium, but its size is changed by the game itself. Is it possible to include an individual file for the base of each statue in this mod just like you did with the statue meshes, so that we can assign different sizes as we prefer?
613 comments
When you upload your mod(s), please do not include other people's mods.
Please remove all .dll files and other files that you did not create yourself from your zip files.
This causes problems because when user unpack your zip files, they overwrite the original creator's mods and yours may no longer be up to date.
Also, please respect other people's work and do not distribute it as if it were your work.
Thank you very much!
Icon_Poster 1.png
Poster_1.png
Icon_Poster 2.png
Poster_2.png
etc
until 72
specifically cuz of the artexpander mod!
(best case here would be to enable modders to use a list instead of seperate txt files)
also is there a way to edit the posters yet? i cant find em in the example file!
Floor 1.png
Wall 1.png
yes, you can download the Example file. You can find it in:
vanilla\objects_textures\Patterns\Ceiling
vanilla\objects_textures\Patterns\Floor
vanilla\objects_textures\Patterns\Wall
The main thing im trying to do with it is change 3 Variable to account for the pathing issues
private static string path_tex = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "objects_textures/");
private static string path_mes = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "objects_meshes/");
private static string path_nam = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "objects_data/");
to be essentially the same thing but with
+ "..\\..\\" + Plugin.TextureReplacerMod.Value
after the directory fetchFor reference this is what the `TextureReplacerMod.Value` is;
TextureReplacerMod = Config.Bind<string>("API Settings",
"Texture Replacer Mod ID",
DLLName,
"What mod should be used for Texture Replacer? [Insert the Thunderstore Dependency String, without the version peice, for example; BepInEx-BepInExPack]");
for testing:https://drive.google.com/file/d/16-FJWTiQ97uSmPj8WWrHM6hSOmjMf2V9/view?usp=sharing
EDIT: If you still need the test file, write me a pm : )Is there a mesh file for this mesh?
As you can see, it does not interact with the statue podium mesh. I looked through the assets and the only mesh that looks similar to this is the playmat mesh. The scene hierarchy for a statue that used it (PiggyD) has statue podium with statue podium (2) attached to it seen here.
From what I see, the following statues have this extra support mesh.
MonsterStatue_PiggyD_Mesh
MonsterStatue_BatD_Mesh
MonsterStatue_BugC_Mesh
MonsterStatue_BugD_Mesh
MonsterStatue_DragonFire_Mesh
MonsterStatue_DragonWater_Mesh
Please let me know if you have any information.
seems the same mesh StatuePodium, but scaled.
I am unsure if this is just a limitation on the game, or if I need to get better with my blender skills.
Example: The image I am expecting Here
The image I am getting in game Here
If I just need to get better, let me know.
But I have a question. From what I understand, the base/pedestal of each statue is a file called StatuePodium, but its size is changed by the game itself. Is it possible to include an individual file for the base of each statue in this mod just like you did with the statue meshes, so that we can assign different sizes as we prefer?
Anyway, thanks for the update!