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HOWTO: Add new structure variants

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  • replied
    I followed this tutoriel but it's still not working and i don't know why

    I made a video who will shaw you what i did.
    https://www.youtube.com/watch?v=B2Vu_XvPODs

    Im not a native english speaker, so i speak slowly. You can accelerate the video by 1.25 or 1.50

    Also this is my mod source files : https://1drv.ms/f/s!Av_1rU5xAi58nj0JcJUZMntLLHuK

    If anyone could help me i'll be grateful

    Thank you in advance

    Leave a comment:


  • replied
    you need to have color regions set on the structure (checkboxes denoting which regions you want active) and also you need to have a color map that tells it what regions to dye what color. Open any paintable structures material and see how they do it.
    This will help too https://sites.google.com/a/studiowil...s/colorization

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  • replied
    Thx Dude
    One question more, if I may.
    I can not dye my floor ingame. I triede diffrent settings but it wont work. Do you know what settings I have to change?

    Leave a comment:


  • replied
    In the Components tab, click the Add button on top-left, search for "light", add it, and tweak the parameters in the details section.
    Last edited by Rygmi; 03-18-2018, 09:35 AM.

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  • replied
    Soooo...... People stopped helping?

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  • replied
    Question. I wanna add some glow/ light to a structure (Floor). How do I do that?

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  • replied
    Hello. I just started getting into modding and am planning on reading and watching as much as I can on it before I get started on my first mod. I have a question for before I do get started. If an item doesn't have an inventory, how would I go about adding an inventory to it, like the bear trap, for example?

    Leave a comment:


  • replied
    Hello, I'm new to the modding scene and decided it would be really cool to start making some custom dino armor. Of course I have gone through many tutorials over the past few days to figure things out. I have created the armor in Blender, imported it to ADK and it functions fine, but I'm having trouble linking the model I've made to the actual primal item/engram. I'm also having problems attaching a saddle to a dino. Any hints, since there are 0 tutorials on saddles out there, on what settings I need to change to allow this item to be attached to the official dino skeleton? If anyone's curious I started with the Kaprosuchus, my favorite dino, and am just building a crappy test armor set first to get correct sizing and such. So any other hints are also welcome.

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  • replied
    Originally posted by JasonFJ View Post
    1 COPY REQUIRE BLUEPRINTS TO YOUR MODS FOLDER
    1.1 Copy the blueprint you want to make a variant of to your Mods folder, e.g. PrimalEarth/CoreBlueprints/Items/Structures/Misc/PrimalItemStructure_StandingTorch. You do this by left-click dragging the blueprint to your Mod folder and choosing Copy.
    Is it possible to alter a single parent class to effect for all placeable structures in particular the visual 'tool-tip' players see when looking at placeable structures? If so do you or anyone else here know where to start looking?

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  • replied
    Finally, a great detailed, descriptive explanation! Thank you so much for your work on this. This helps so much.

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  • replied
    DerfK2, Your Post was JUST what I was looking for THANK YOU !!!!

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  • replied
    Originally posted by P0k3r View Post
    I think they already did a while back in another thread.
    As it stands right now, you have 3 choices.
    1. Make your own crafting station so you have a nice clean stackable mod and be done with it forever.
    2. Add it to an existing one which will make the mod dirty and it will also need to be updated every time they add a new item to that structures inventory as well as requiring you place a new one down every time you/they update it.
    3. Don't require a crafting station.

    Thanks for posting P0k3r, I did realise they were my options, and to be honest, I don't like any of them for my mod. I was just curious if it was a bug and is going to be fixed. I did do a forum search as I remembered seeing a few topics on this, but didn't see a dev post, so I'll have another look.

    Regards,

    Les

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  • replied
    Originally posted by PointyUK View Post
    It would be nice to have some DEV input here. Is it a bug or are we doing something wrong? I really don't want to make my own crafting station.

    Regards,

    Les
    I think they already did a while back in another thread.
    As it stands right now, you have 3 choices.
    1. Make your own crafting station so you have a nice clean stackable mod and be done with it forever.
    2. Add it to an existing one which will make the mod dirty and it will also need to be updated every time they add a new item to that structures inventory as well as requiring you place a new one down every time you/they update it.
    3. Don't require a crafting station.
    Last edited by P0k3r; 03-15-2016, 03:02 PM.

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  • replied
    Originally posted by LuapYllier View Post
    I found out that you need to make your own structure for crafting your items and use it instead of the vanilla structure in the examples above.OR avoid it all together and have them craftable on the character.
    It would be nice to have some DEV input here. Is it a bug or are we doing something wrong? I really don't want to make my own crafting station.

    Regards,

    Les

    Leave a comment:


  • replied
    I found out that you need to make your own structure for crafting your items and use it instead of the vanilla structure in the examples above.OR avoid it all together and have them craftable on the character.

    Leave a comment:

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