奥拓星球 / Autonauts

奥拓星球 / Autonauts

Autonauts Workshop
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Mimi 2020 年 2 月 10 日 上午 5:33
Documentation is a bit confusing on some parts. hoping for clarification
First question:

in the par here
The top left and the bottom right of the tile space identify the ‘space’ where the converter is placed. The ‘in’ and ‘out’ must be kept outside of this. Example of changing dimensions with a custom model: ModConverter.CreateConverter("New1", {"Berries"}, {"Pole"}, {1}, “myfoodbuildmodel”, {-1,-1}, {1,0}, {0,1}, {1,1})

it never really makes it clear what each of those number are after "myfoodbuildmodel". why is it -1,-1? are these numbers the referring to the points between the faces, or, are the referring to the faces themselves and the first faces on the grid are 0,0? which of those numbers are the input and output?

Second question:

Do we have any suggestions on what kind of performance we should be keeping models at? Tri count target? how does it handle the materials and textures? I think we need a whole section on starting from scratch on a new item (or a good example) with examples of how the model was setup
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InvertReality 2020 年 2 月 11 日 上午 1:28 
Hi Mimi!

You're right, the documentation wasn't clear on the dimensions for converters.
I've added more information and an example image to help :steamhappy:
Hopefully that clears it up!

On the models - Good point - I'll add a section about it. In short it uses OBJ format and loads the textures/mats automatically. To create the BerryGood Mod, I found a free model online of crates which was .obj (with material (.mtl) and textures (.jpg, .png) included), added it to the 'models' folder inside the mod, referenced it in the Lua script and it worked.
Mimi 2020 年 2 月 11 日 上午 4:12 
引用自 VanillaIce
Hi Mimi!

You're right, the documentation wasn't clear on the dimensions for converters.
I've added more information and an example image to help :steamhappy:
Hopefully that clears it up!

On the models - Good point - I'll add a section about it. In short it uses OBJ format and loads the textures/mats automatically. To create the BerryGood Mod, I found a free model online of crates which was .obj (with material (.mtl) and textures (.jpg, .png) included), added it to the 'models' folder inside the mod, referenced it in the Lua script and it worked.
thanks for the clarification! that helps a lot. Another question I have is, do we have a complete list of all the items in the game and how they should be referenced in the Lua? also their default values?

edit: so, I think I might have found it, I dont know if the list has everything, in the area of "Modding - Changing Variables of the game" area
最后由 Mimi 编辑于; 2020 年 2 月 11 日 上午 7:21
Psylem 9 2020 年 2 月 11 日 上午 6:48 
The graphic helped me heaps, thanks!
InvertReality 2020 年 2 月 15 日 上午 11:40 
@Psylem - Great stuff!

@Mimi - The Modding doc is updating nearly every day with new functionality coming in. If there is anything you're looking for in specific then let me know! Or if anything isn't greatly explained/missing something - please let me know also!
If you're ever looking for a faster answer - join our Discord and give me a shout @VanillaIce :steamhappy:

Discord is here: https://discord.gg/xXRfjsc
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发帖日期: 2020 年 2 月 10 日 上午 5:33
回复数: 4