Megaquarium

Megaquarium

What will you create?
Access an ocean of content for Megaquarium created by players like you. New animals, decorations, tanks and more are available to expand your game and tailor it to your liking.
Learn More
issue with modifying/converting staff or guests
In either a mod, or in vanilla game folders, the FBX to tc3d file conversion appears to break some mapping to the hair_all_all_glasses_fixed.png. (the resulting staff, e.g. will have the polygons for the glasses textured with whichever hair color is in its definition).

This was originally an issue in creating mods, but seems to be in the normal FBX-t3cd conversion routine.
(in C4D the hair_xxx_xxx_xxx meshes that have glasses have 2 materials and 2 selection tags, but somehow the converted t3cd doesn't pick that up).

Test steps, with no mods active

1) In GameData/Models/t3cd hide 2_staff.t3cd by renaming to HIDE2_staff.t3cdHIDE
2) Copy original fbx 2_staff.fbx into GameData/Models
3) Start game - check screen and log that 2_staff.fbx was converted to 2_staff.tc3d and file loaded
4) Resume a game with staff (that previously showed correctly) - those with glasses now have incorrect textures.

Have tried various attempts at having the .png files in a mod, copying the original 2_staff.fbx into a mod, etc. and always get the wrong glasses texture.
< >
Showing 1-3 of 3 comments
Twice Circled  [developer] 3 31 Aug, 2019 @ 12:54am 
OK interesting. So the staff.tc3d that is shipped with the game works correctly but when you try to reprocess the staff.fbx -> tc3d, the resulting one seems to be broken.

Very odd. That points to either a change in the tc3d generation code since I last generated the staff.tc3d or the staff.fbx itself could old/bad in some way.

I can't look into this right away, but I'll definitely add it to my bug list for the next update. Thanks for letting me know.

PS Moved to workshop forums.
Last edited by Twice Circled; 31 Aug, 2019 @ 12:54am
stlnegril9 32 1 Sep, 2019 @ 6:43am 
I believe you've described the issue correctly. The same issue occurs with 1_guest.fbx, as expected, as the guest model uses similar/same mechanism for glasses

Thanks for looking into it.
< >
Showing 1-3 of 3 comments
Per page: 1530 50