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but if it did that mean good because no one want to find this mod in folder and put it in...
Where is it? There is 252 elements and there is no 2422986190.
make cmd file and put these things and run boom done
@echo "Starbound Dragon Paks Puller V1.0"
pause
set CurrentModPath="C:\Program Files (x86)\Steam\steamapps\workshop\content\211820"
set FileFormat="pak"
set CurrentModPath=%CurrentModPath:"=%
set FileFormat=%FileFormat:"=%
for /r "%CurrentModPath%" %%I in (.) do echo F|Xcopy "%CurrentModPath%\%%~nxI\*.%FileFormat%" "%CurrentModPath%\%%~nxI.%FileFormat%"
pause
If you run this powershell script inside the workshop\content\211820 folder it will rename each "contents.pak" to the folder it resides in name then you can just do a *.pak search (this finds for all files that are .pak) from within the 211820 folder and grab them all and move them to the Mods folder in Starbound folder, stops mods from updating as well.
Powershell script is here -
$currentDirectory = Get-Location
Get-ChildItem -Path $currentDirectory -Directory | ForEach-Object {
$folderPath = $_.FullName
$contentsPakPath = Join-Path -Path $folderPath -ChildPath "contents.pak"
if (Test-Path -Path $contentsPakPath) {
$newName = Join-Path -Path $folderPath -ChildPath "$($_.Name).pak"
# Rename 'contents.pak' to the parent folder name
Rename-Item -Path $contentsPakPath -NewName $newName
Write-Output "Renamed '$contentsPakPath' to '$newName'"
}
}
Write-Output "Renaming completed."
yes contents.pak to something
Yeah, it works just fine now. I had been doing it right all along, but all my testing failed because I had been using premade test characters for the various races I needed fullbright for instead of making new ones.
because I test this method I told you on my dragon race on player character creation it work normally with full blight
(make sure the mod work correctly for you)
Maybe it was something wrong with how I was creating this? I was doing it a bit less efficiently when I first tried.
I'll try again and let you know if it still has issues recognizing the transparency. I think it might have been my flawed method at the time, though. Thanks for the really fast response!
I can make specific, colored pixels fullbright, but not anything the player can customize the color of, like eyes.
Is there any workaround for this I'm not aware of? Or am I just going to have to deal with this limitation?
This does not seem to work always, I can attest that I have done this more times and it works, but it does not seem to work always with all the textures, with those in which it does not work, I must "paint" in the layer with opacity 254 the texture that I want to have the glow.
So that you understand me, I do the same as in the first paragraph, but then I paint over the same texture to make the same drawing, and it works, I don't know why, but this is how it works with the textures in which the method of copy and paste in a layer with opacity 254 does not work.
And stranger still, I can do the same with the same texture but in duplicate, and in one it works and not in another, and it is the same texture, opacity 254, I have done this a lot and I know how it works, that is why it seems so strange to me, there is something that changes and I do not know what it is, but I do exactly the same as I do with the textures that do work.
just rename it to anything ?