If you do and are able to get new mechanics implemented that would really be something amazing."It really has too much detail and logic to be dismissed as an arcade game." I have no experience with Bepinex or harmony or anything reliant on actual code/script. Shells, ships, aircraft, audio, and various effects should all be do-able. The modding readme talks about this.Īs far as depth, any models you want to add you can outside of land-based units (shore batteries, runways, buildings, etc). I haven't started adding that yet but plan to.Īnything land based can't be modded as far as I know, nor can scripts or other code be employed. Poly count is definitely going to be an issue from what I've found but James told me that LoD is functional in-game and can be employed on added models. The CVs and BBs, once added, will probably be close to 30k or more. For example, a Fletcher class turret has about 2k polys each. So the models I've been adding are rather high poly count assets relatively speaking. Originally posted by Jesus:*Is there a recomended poly count for custom models? The ones in-game right now are quite low-poly and im not sure how detailed they are allowed/recommended to be. Spectre is the Modding guru here and knows everything on the technical end of that. These are just some of what I could think of right now. The Ai will now combine fleets and fleet remnants so they will end up with differently composed fleets and larger fleets than you told them to build. There are different fleet types, Assault, General, Sub, anti-Sub, cargo fleets. Like how many CV,BB,CA,CL,DD are in each fleet. You can specify the composition of the fleets the AI will build. How much resources each type of cargo ship can hold. Resources produced at home bases and how much resources bases can hold. How many flights of planes are allowed on the runway for each size of base. Like who controls which bases, how big each base is. With the CSV files you can change alot of variables in the campaign. Thats really the only AI decision making you have any control over. You can mod the AI in terms of telling it which bases it can attack based on which bases it already holds. You can't mod anything on the bases like buildings or AA guns. *How 'deep' can modding go here? from my cursory glance, it appears to be the campaigns, AI and units - what about custom mechanics? from what Ive read, im not seeing bepinex or harmony being talked about so probably no? *I also saw the ModelType enum in the AssetBundleExporter.cs - is this static or can this be modified? For example buildings or other things. *Is there a recomended poly count for custom models? The ones in-game right now are quite low-poly and im not sure how detailed they are allowed/recommended to be. *is there an updated AssetBundleExporter.cs somewhere or would i have to doctor that up myself? Im using Unity 2020.2 right now and the BuildPipeline is shown as obsolete, referring me to the AssetBundle build system. I also happen to know a bit about modelling and work with unity quite regularly, blender not so much anymore but I just might get back into it, seeing how well modding appears to be supported by the game. unitypackage - good lord, the devs are legends to spell this out so nicely - god knows how arcane modding can be. Just got around to looking here today - and thanks for the great answer and support!
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