I think this feature is a very good idea as well but have a question. If someone assigns None (Material) as the name, that obviously means the current texture override method won't work. So my question is whether this new method is only going to look at textures in DFMODs or will it take loose files in the Textures folder into account as well? If the former, this means that the incompatibility will simply be inverted. If the latter, then please go for it.TheLacus wrote: ↑Fri Apr 03, 2020 2:22 pmWould this work for your needs?
- Materials must not be assigned from the Inspector (None (Material)). This allows to detect materials that need to be assigned at runtime and ensure that mod authors don't leave inadvertently some auto-generated materials that would be unused.
- A meta file must be provided for each model that relies on this features. The following is a possible example:
Code: Select all
{ "Materials": { "0": { "Archive": 23, "Record": 0 } } }
Everything in my comment outside that edit was written when I couldn't get FBXs to work so yes, I was referring to OBJs.BadLuckBurt wrote: ↑Fri Apr 03, 2020 3:06 am You will have to be clearer about your current setup of the model in Unity. You mention OBJ and FBX but appear to still be using the OBJ?
BadLuckBurt wrote: ↑Fri Apr 03, 2020 3:06 am I dont know Blender 2.82 which I assume you're still using but the rotation fix may be obsolete in that version, a lot changed compared to 2.79 which probably breaks scripts
That's the plugin I was referring to and I was using the version written for Blender 2.8x. But as I said, that plugin was just getting in my way and it's all good without it.TheLacus wrote: ↑Fri Apr 03, 2020 12:43 pm You can rotate the model and then reset rotation in Blender, so that you don't have to work with an inconvenient rotation. It's easier to do than explain it; the plugin can automatize this operation with a single button but is possible that it doesn't work anymore. This is the plugin page for reference.
BadLuckBurt wrote: ↑Fri Apr 03, 2020 3:06 am Materials in the docs are a reference to Unity Materials not OBJ
For OBJ models, the Editor links the material's name to the contents of it's MTL. If you want to edit the material name, you have to edit the MTL. It's not like FBX where the material name is indeed defined in the Editor.
BadLuckBurt wrote: ↑Fri Apr 03, 2020 3:06 am if named correctly they are affected by loose files from StreamingAssets/Textures.
After testing some things, I found that there is a typo in the modding docs. On this page, it claims that the naming convention for materials is Archive_Record_0. This is incorrect, the naming convention is actually Archive_Record-0. I also just noticed this typo: "... several parts and put them togheter inside a prefab."TheLacus wrote: ↑Fri Apr 03, 2020 12:43 pm If you follow naming conventions they can be replaced with textures from loose files but not mods.