Modding documentation?

Discussion in 'Mod Support' started by Greendolph, August 19, 2015.

  1. brandonpotter

    brandonpotter Well-Known Member

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    THIS!^

    Reference files would be awesome! A Modders kit!
    tristanlorius likes this.
  2. wondible

    wondible Post Master General

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    I know, just afraid we'd go over five quickly.
  3. dom314

    dom314 Post Master General

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    5? Oh, five collaborators? Hmm I see.
  4. exterminans

    exterminans Post Master General

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    Try https://about.gitlab.com/gitlab-com/
    Github.com would probably to be preferred as it gives you more options, but also comes at a charge if you want to keep it private. (Unlike bitbucket who charge you if you try to publish...)

    Moving from one git repository to another is as easy as it gets, nothing gets lost. Just 'git clone' -> 'git add upstream' -> 'git push' -> Done.
    Last edited: August 19, 2015
  5. wondible

    wondible Post Master General

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    Missed one: didn't realize orbital_structure was a new build bar tab.
  6. tristanlorius

    tristanlorius New Member

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    Could you give us modellers the source files to mess around with? and maybe the texture workflow, I'm sure those "Imperial Legion" fellows would appreciate such things!
    Killerkiwijuice likes this.
  7. rivii

    rivii Well-Known Member

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    I was busy with a crystal biome but got stuck indeed. Got the .fbx working in game but the material lacked its connection with the texture and I have no clue how to do that. When that works I can overide original CSG's. Next step would be to make it an addition to the brush list and not overide anything.
    aevs likes this.
  8. exterminans

    exterminans Post Master General

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    Welcome to the club. So far, everyone got stuck on that step and none of the Uber folks ( @bgolus @jables ) was willing to provide any help yet.
    aevs likes this.
  9. bgolus

    bgolus Uber Alumni

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    I actually don't know. I don't deal with terrain CSG so I don't really know the requirements.
  10. Killerkiwijuice

    Killerkiwijuice Post Master General

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    yes... that would be nice.
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  11. exterminans

    exterminans Post Master General

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    Could you kindly pass it on to the person responsible then? Someone in that company has to know how the .fbx files need to be structured - or could just provide a single file as a reference.
  12. robintick

    robintick Well-Known Member

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    @bgolus do you guys edit your textures in Photoshop ? if so what effects do you use ?
    I made a new unit but I wasn't able to replicate the texture "look" of Uber's textures.
    See it's a bit flat and dull.

    [​IMG]
  13. Killerkiwijuice

    Killerkiwijuice Post Master General

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    Well I know they use inner glow to get the edge glow effect, but I'm not sure if anything else is used.

    For the alpha layer you need to use effects, I forget which ones right now since I'm on mobile.
  14. bgolus

    bgolus Uber Alumni

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    The textures we use have a faded edge, like KillerKiwiJuice mentioned, as well as we have a small amount of baked in AO in the diffuse texture. Ends up giving it some grime in the corners and a little noise across the surface.
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  15. robintick

    robintick Well-Known Member

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    Could you please share a screenshot of exactly how you've got those effects configured ?
    I really want to replicate the look but I can't seem to get it right.
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