That means we could work with mods like : they only need to be loaded when registering compos.Fictional materials: Mobius Metal, Adamantine, Adamantium, netherite, telekill, vibranium, Beskar steel, Mithril, yautjavian, Valyrian steel, Uru metal, Unobtanium, Halo mjolnir armor materials, NTH metal, necrodermis, symbiote metal, jewel steel, carbonadio, promethium, fire steel, dragon steel (Minecraft Ice and Fire mod), Luna titanium, memetic pollyalloy, carbonadium, Red Matter, Black Matter, Mobius Fuel, Tiberium, Warhammer 40k materials, TMNT mutagen, Energon, Kyber Crystal, plandanium, gravitonium, Tony Starks new element, phlogistone, RWBY Dust, cold iron and silvered, Life Fibers, Damascus, Element 115, Element 99, scp 143, scp 594 wool, Half Life Resin, Graphene, kryptonite, Dilithium, Flubber, Melange, Emulsion (gears of war), Lazarus Pit, Flubber, carbonite, darksteel, Wootz steel, jjba arrow material, Psionics, mana, bio energy/electricity, life energy, The Force, Spiral Energy, Chakra, Anti-Matter, JJBA stands/Ripple/Hamon/Spin Force, Evangelion AT field, Metroid X Parasite, Metroid Phazon, Draconic Energy, Materia, Wakfu, ceramite, plasteel, However it should be quick and easy to adapt the system to work with 3d models since "furniture" are simpleObjects. Right now the system works with classnames - so that excludes vegetation in a vanilla environment. Create our own vegetation config for inclusion with Ravage.(still creates a dependency and could restrict the user-base) Using these create a dependency in the mission file which leave a couple of choices going forward: I've already created a bunch of compositions similar in theme to what I posted above, however these were created using the vegetation from CUP Core and kju's ShowEnochVegetation mod. But until then, here's an excerpt from the current code for fellow scripters :īefore embarking on further virtual botany the question of available vanilla assets, or lack off, would need to be discussed. I have to polish the final script and rebuild the data for all presets, so no ETA for now. We can go nuts for future additions or tweaks to the old presets. Took me longer than I thought (goddamn vectors ), but I finally cracked it : the new script spawns furniture with a 100% fidelity to the original template in terms or positioning and orientation. As far as I know, this issue affects most furniture scripts using a similar approach, like script. The current version is pretty straightforward and works fine with most compositions, but problems start when you want to include objects which are upside down or laying against a wall : it usually ends up with the object being slightly offset after vector transformations, and thus being either colliding with walls or too far away from them. The above screenshot is a test composition and isn't part of the final presets, but it shows what the new system can do. Well, it started as an innocent update for Livonia, but quickly turned into an overhaul of the furniture spawn system. Tests on the new Furniture Spawn System getting out of control.Īs hinted earlier by EO, purveyor of apocalyptic interior decoration, an update for Livonia is being worked on.
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