Production Line

Production Line

评价数不足
New ICE (Internal Combustion Engine) v1.3 - Beta
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
6.316 MB
2019 年 8 月 20 日 上午 7:05
2019 年 9 月 7 日 下午 2:19
9 项改动说明 ( 查看 )

订阅以下载
New ICE (Internal Combustion Engine) v1.3 - Beta

描述
Addition of gasoil, gasoline and organic fuel for ice.
24 条留言
GlocksnGMs 2021 年 6 月 7 日 下午 12:59 
Add Diesel fuel as well?
cliffski  [开发者] 2019 年 9 月 7 日 下午 3:24 
Oh cool. re:atlases, yes you dont need them at all, or atl files. Thats just an optimisation at my end.
Krys29  [作者] 2019 年 9 月 7 日 下午 2:36 
Thank you very much for your quick answer Cliff.

The mod has been updated to 1.3 and it works fine now. I did not rework the pictures and I'll see if I did them again.

Once again, I confused engine and powertrain because the features were in place but on the wrong set. ...... Ahhhhh the barriers of language :steamhappy: .

On the other hand, I understood the principle and the difference between features (on cars) and upgrade (on slots) and learned of my errors.
Feibniz 2019 年 9 月 7 日 上午 11:58 
Oh, I did see that on the guide but thought what you meant was that you still need an atlas but the images could be separate.. So does that mean then you don't have to do those numbers? That would be great, I'm guessing what you mean is you delete the for eg "car1all" bit of image call? And just have the dds file linked to the part? Just to confirm.. Anyway I Also want to say I looked at your wiki page earlier and saw your ex lionhead that's pretty cool and well I mean it totally shows I've always been a big fan of them.. I actually didn't even realise it was a "one" dev game it's inspiring.. Thanks for the reply..
cliffski  [开发者] 2019 年 9 月 7 日 上午 11:13 
I took a look at this mod to debug a problem. Note that you do not need to create atl files or create texture atlases at all. Any textures you want to put in the game can just be dumped inside bitmaps and used. the ATL files are indexes into packed (squashed) texture atlases to save on video memory and speed up rendering, but they aren't really needed, and its fine to just use individual textures instead.
Feibniz 2019 年 9 月 5 日 下午 11:50 
Personally I cant see why a plugin couldn't be used/made to do it for us in gimp..
Feibniz 2019 年 9 月 5 日 下午 11:50 
lol https://forums.positech.co.uk/t/modding-feedback-on-new-features-1-79/14466 I guess we have/had the same issue, I think what it is, is we need a program that batches the file so we don't have to write it.. I have done that with xml files that auto generate from unity with the hippo hero editor.. basically we totally need a program that reads the dds then auto generates the atl file.. from what I've looked at you can do it in eclips java wit an ATL plugin but its confusing me a bit.. i can start a project and add an atl file but that's about it.. possible that's only for xml? no idea lol.. theirs also a NVIDIA thing for it that's also hard to understand I can't even seem to figure out where to find it let alone use it.. what I did figue out was using xnConvert to convert to png then open that in gimp and then export with mipmap as a dds.. but that doesn't seem to give you an ATL file or have the ability to create one..
Feibniz 2019 年 9 月 5 日 下午 10:27 
hmm I found something about that lastnight.. seems pretty hard I only understood like half of what you just said lol..but thats enough to help thanks..
Krys29  [作者] 2019 年 9 月 5 日 下午 7:37 
The 4 first are SW cordinates in the jpeg. (0.0000,0.0000 are on top left). Attention with 3D iso : height is 2 width egality.
The 4 last, i don't know. May be this is the position in a windows or NE orientation.
Feibniz 2019 年 9 月 5 日 上午 4:02 
This mod helped me allot btw to understand how to make make mine thanks.. :)