Cortex Command

Cortex Command

Endless content for every part of the game
Built for modding from the ground up, Cortex Command supports a community of talent whose quality work can be enjoyed here: actors, items, vehicles, scenes, game modes, tech factions - you name it!
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Kalsb 2 8 Jun, 2016 @ 8:21pm
New materials
So I want to make new materials to make my actors/devices out of but if I edit the Base.rte would that mean my mod would be missing data on publish? Would there be a way to make a new material within my mod's folder?
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Showing 1-3 of 3 comments
Tleno 9 Jun, 2016 @ 1:36am 
Yes it would be missing out unless you tell people how to alter base.rte upon download of your mod for it to work.
Reelshiny 25 9 Jun, 2016 @ 3:00pm 
Yeah, if you include your custom materials in the base files, installation would get intensive. If there's too many steps in installing your mod it might not get downloaded if it's not a overhaul or something of equal quality.

But, you can add materials from a .rte, just like one would create actors. No editing of base files is necessary.


You could also include a Materials.ini for your index to run before loading any weapons actors or guns. For a example of this, you could look at the structure of other mods with custom materials like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=282191952 or https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=330765613

Also, the CopyOf property allows you to make essentially a new material that is a copy of a existing one without taking the chance of using a occupied index number that some other obscure mod takes, and breaking ones game. The wiki also recommends making copies instead of taking up index slots for this same reason but, do whatever works best.
http://wiki.datarealms.com/Materials
Kalsb 2 9 Jun, 2016 @ 4:07pm 
Thanks a lot!
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