Space Engineers

Space Engineers

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LCD's (re-pack)
   
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Type: Mod
Mod category: Modpack, Other
File Size
Posted
Updated
20.936 MB
14 Nov, 2020 @ 10:35am
15 Nov, 2020 @ 8:29pm
9 Change Notes ( view )

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LCD's (re-pack)

Description
***not to be downloaded yet***
testing phase
this is not finished work
6 Comments
bj1981  [author] 15 Nov, 2020 @ 5:19pm 
that link wont work for me,could ya send me it on discord
bj1981  [author] 15 Nov, 2020 @ 4:32pm 
and to answer your question, no i used nvidia texture updater tool
bj1981  [author] 15 Nov, 2020 @ 4:31pm 
cheers bud, im already on the keen server on discord agwamoose#6882 and ive sent you a friend request on here aswell, hope ya dont mind
Netherspark 15 Nov, 2020 @ 12:56pm 
As for the images themselves, they need a black Alpha layer. I think the images also need to be using BC7 compression instead of BC3. You may need to redo the images from scratch.

I do all of this in Photoshop using the Intel DDS plugin, but I'm not sure what you've used. Maybe the "texconv" tool? Unfortunately Photoshop is the only way I know to do it, I really don't know much about other tools, nor the technical aspects of image conversion.

If you go to the Keen Software House Discord page there are lots of helpful people in the "modding-art-sbc" channel who can help you.

Discord invite link here: https://discord.gg/sApepzG3
Netherspark 15 Nov, 2020 @ 12:55pm 
There are quite a few errors here. Firstly the data file needs to be an SBC file, it's currently a TXT file. You can just "save as" and add the .sbc extension to the file name.

Secondly you only need one instance of <LCDTextures> and </LCDTextures> for the entire file, not on every entry. <LCDTextures> should be directly above the image entries and </LCDTextures> should be directly below them.

Also no quotes or apostrophes are needed in ID names.

So each individual entry should look like this:

<LCDTextureDefinition>
<Id>
<TypeId>LCDTextureDefinition</TypeId>
<SubtypeId>Punishment Is Due</SubtypeId>
</Id>
<TexturePath>Textures\Models\Punishment Is Due.dds</TexturePath>
</LCDTextureDefinition>