Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also on that note: Right now the new voxels go fairly deep into the ground, which leads to a little silliness for digging them out. (It's weird to see bricks stacked up a full meter down!) Mirzipan, who wrote the "Re:Core" script that lets these tools work, agrees and is trying to find a way that the voxel doesn't get painted so deeply.
I agree fully about getting grass being destructive. I've talked with Mirzipan about that part of his "Re:Core" script, and he thinks it may be possible to allow us to use tools like a scythe to get grass items without actually destroying the grass at all. If so, that will be great! Both for getting grass and for harvesting lavender. We would be able to manipulate the foliage part without actually destroying the ground surface!
Re the DDS files, this is part of the way that Keen uses voxels. They have to be highly compressed using a compression called BC7. A lot of texture programs can only compress/uncompress to BC3. If you want to look at those voxels, do a Google search for a program called "texconv." It's designed to let you convert from BC7 to BC3, so you can then open the files & use them.
Thanks again for all this!
Thanks for the info on BC7 dds, I'll have to look into that. Like I had said before I was looking into creating a woodchips texture. I already have TGA files ready but I have to figure out how to get them to work in ME, so far I converted to DXT5 + Interpolated Alpha like the wiki said, but the voxels show up as blue squares sadly.
Yeah the BC7 requirement is pretty restrictive. That DXT5 conversion is equivalent to BC3, so you would still need texconv to get it fully into BC7. Too many acronyms!
I was also able to mine the voxel with a pickaxe by digging under it, which is just me being silly at that point (I think I also must have gotten lucky with strikes, because any direct strike at the grass voxel would say "Cannot mine here").
Edit: Heyy I got it working with Compressinator.. I have to adjust a lot of parameters, but it's a start https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1359584712
Also I came across a couple oddities:
There is spottyness on placing the gravel voxel, and you can't place more gravel on gravel that is already placed (unlike the pitchfork which does allow it) so the spots can't be fixed... although this could have something to do with localizing the files so this might just be on my end.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1359669740
Also, after not being able to place them over already placed gravel, if I looked at the ground anywhere else after that it would give this message (although, it would let me place voxels anywhere that basically wasn't gravel).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1359669710
And that's a good idea about getting the string back. A nice quality-of-life feature. I know when regular tools reach 0 durability they return "broken" versions, so I assume that when the gravel bag reaches 0, I can have it return string. I'll try that out.
For starters though, I was thinking it should work like this (keep the voxel painting that already exists in mind so you can see how easy it would be to modify)
If material [from list] is targeted
Do: Replace with [Material(s)]
Do: Add to inventory [Inventory Items]
[from list] would just be the list of all the grasses, [material] replacement would be dirt, and [inventory item] in this case would be grass. Keeping it open to harvesting many kinds of voxels without damage allows for other mods like being able to make a hay fork that picks hay up, or a shovel that picks gravel back up etc. Might require more modding though like "handful of gravel" instead of giving back gravel bags for example, and just giving them a 5 stack size, but yeah.