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Повідомити про проблему з перекладом






I haven't tried to use it in a game session, but I assume it would work. I built my own version so I could enable it inside the asset editor. It's easy enough to do if you've made a mod before; on line 21 of the source code, just add conditions for LoadMode.NewAsset and LoadMode.LoadAsset. Once I did that, the key combo opened the UI inside the asset editor, and I could choose the building I was importing and hot-swap new maps onto it. I haven't been able to get OBJ files to hot-swap in the asset editor, but that doesn't surprise me.
If you do make these changes, you're on your own. Please don't bug Ronyx or Simon about it. I won't be of any help either; other than the one line I changed, I know nothing about this mod.
The normal maps are compressed to absolute trash in this game, especially when combined with specularity. Not only is it compressing the normal map (which is not recommended) it actually puts it in the same image as the specular map, so both channels of the normal map, and the specular map affect each other via compression artifacts.
However I was wondering if there is any chance to actually save the changes into the crp file?
I am trying to get create some low poly models with normal maps and it's proving to be impossible to do this properly due to texture compression that just mangles the maps to shreds. I've tried applying dozens of different types of dithering in different quantities, but nothing really helps. The normals look great when replaced in realtime with this mod, but the moment i try to recreate the asset with the same textures they get heavily compressed. Looking around forums for ways to avoid compression didn't prove fruitful.
Any suggestions on how to accomplish this properly would be lifesavers.
Thank you in advance!