Forged Alliance Forever Forged Alliance Forever Forums 2017-07-31T11:37:38+02:00 /feed.php?f=41&t=14934 2017-07-31T11:37:38+02:00 2017-07-31T11:37:38+02:00 /viewtopic.php?t=14934&p=152698#p152698 <![CDATA[Re: Creating several unit bp sharing same graphics ressource]]> !

Statistics: Posted by Franck83 — 31 Jul 2017, 11:37


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2017-07-31T11:35:04+02:00 2017-07-31T11:35:04+02:00 /viewtopic.php?t=14934&p=152697#p152697 <![CDATA[Re: Creating several unit bp sharing same graphics ressource]]>
for the upgrade of the acu it is done here: https://github.com/Nomads-Project/nomad ... t.lua#L610

Statistics: Posted by CookieNoob — 31 Jul 2017, 11:35


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2017-07-31T11:30:35+02:00 2017-07-31T11:30:35+02:00 /viewtopic.php?t=14934&p=152696#p152696 <![CDATA[Re: Creating several unit bp sharing same graphics ressource]]> Statistics: Posted by Franck83 — 31 Jul 2017, 11:30


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2017-07-31T11:25:56+02:00 2017-07-31T11:25:56+02:00 /viewtopic.php?t=14934&p=152695#p152695 <![CDATA[Re: Creating several unit bp sharing same graphics ressource]]> the nomad acu has an upgrade (PowerArmor) that changes the appearance of the unit a bit
https://github.com/Nomads-Project/nomad ... it.bp#L603
The upgrade overwrites several texture files:
https://github.com/Nomads-Project/nomad ... or_Mesh.bp
that should be possible in this case as well.

Statistics: Posted by CookieNoob — 31 Jul 2017, 11:25


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2017-07-31T11:02:01+02:00 2017-07-31T11:02:01+02:00 /viewtopic.php?t=14934&p=152691#p152691 <![CDATA[Re: Creating several unit bp sharing same graphics ressource]]>


for these things you want to do: why dont you just add weapons to the original unit and enable them when the unit is upgraded?


Good idea i need to brainstorming it a little :). So you can add weapons at the blueprint.lua file, without editing bp files. But i need to make some little graphics differences (specular / albedo) so the player will now what kind of aircraft is coming after the upgrade.

Statistics: Posted by Franck83 — 31 Jul 2017, 11:02


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2017-07-31T10:30:41+02:00 2017-07-31T10:30:41+02:00 /viewtopic.php?t=14934&p=152689#p152689 <![CDATA[Re: Creating several unit bp sharing same graphics ressource]]> https://github.com/Nomads-Project/nomad ... nit.bp#L63
this is the civilian version of the spaceship of the nomads, it uses the same model, albedo, specteam as the ship that drops the acu at the start of a nomads game.

unit folder for INC0001: https://github.com/Nomads-Project/nomad ... ts/INC0001 (no scm or dds file here)
assets are loaded from INO0001: https://github.com/Nomads-Project/nomad ... ts/INO0001


for these things you want to do: why dont you just add weapons to the original unit and enable them when the unit is upgraded?

Statistics: Posted by CookieNoob — 31 Jul 2017, 10:30


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2017-07-31T05:47:09+02:00 2017-07-31T05:47:09+02:00 /viewtopic.php?t=14934&p=152684#p152684 <![CDATA[Creating several unit bp sharing same graphics ressources]]>
I need to create a certain number of units with little different bp informations but with same mesh, albedo and normal map. Maybe juste some specular differences (like in the screenshot below).

Spoiler: show
Some unit features cannot be modified on the fly during mod execution. They need to be in the unit bp at mod loading.

For example i want to do an upgrade to my tech 3 aircraft so they can target and destroy nuclear nukes at post-combustion speed. At the same time, another upgrade allows my tech 3 interceptors to do fast storm ground attack with special missiles amo. This is possible but i need to create an alterego bp unit which will remplace my normal unit at upgrade.



Image

Since, i need to create 1 bp unit for each upgrade, i would not like my mod to be heavy with a lot of duplicated graphical data. So is it possible to create only bp units that can share graphical data (meshes...) ? I tried with no success but i've no experience with graphical part of unit creation.

Statistics: Posted by Franck83 — 31 Jul 2017, 05:47


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