Space Engineers

Space Engineers

Paint Gun - realistic painting for survival + special creative features
Custom armor skin - can't load texture from mod directory
I'm trying to make custom armor skin, but looks like game doesn't want to load textures from mod directory. When I put custom textures in game's directory, it will load fine.
I tried modifying filepath in script so it would contain absolute path, but that doesn't work either.
When I put absolute path right in the sbc file, that works, but is obviously stupid solution.

Has anyone managed to make custom armor skin with custom texture in mod directory?
Any help would be appriciated.
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Digi  [dezvoltator] 31 iul. 2020 la 7:28 
Can you link your mod or upload the .sbc? I wanna test it on my end to see what's going on and maybe I can overwrite its path with a full path via script.
Editat ultima dată de Digi; 31 iul. 2020 la 7:28
typekcz 31 iul. 2020 la 8:00 
I tried to eliminate as many variables as possible.
So I'm testing with test armor skin copied over to mod folder.
http://paste.kotrzena.eu/MTky
http://paste.kotrzena.eu/MTkz
No matter what I tried, armor always looks like clean armor. It works only if I put absolute path to sbc or refer relatively to texture in game's directory.
Digi  [dezvoltator] 31 iul. 2020 la 14:42 
I tried it too and indeed it simply doesn't load textures from mod folders...

This doesn't seem fixable even with script because they're adding the paths to a different location where we can't edit (MyDefinitionManager.InitAssetModifiersForRender() and MyTextureChange is prohibited).

Bugreport it on the game's support site I guess xD
I think it's intentional, unfortunately. KSH probably doesn't want to allow modding something they are selling.

But I found a way to make it work :D:
Check it out:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2184022909
One assumption was made that Steam downloads workshop items in the same Steam library where the game is installed.
Then I can just:
<Texture Location="SquarePlate" Type="ColorMetal" Filepath="..\..\..\workshop\content\244850\2184022909\Textures\large_square_plate_cm.DDS"/>
Digi  [dezvoltator] 10 febr. 2022 la 2:36 
I've made the mod do this texture fixing to any modded asset modifier definitions it finds (along with checking if the file exists in the mod ofc), unless path starts with `..` because then it ignores it :}
typekcz 10 febr. 2022 la 6:39 
Nice. :gearthumbsup:
So you found some hacky workaround or they changed their restrictions?
Digi  [dezvoltator] 10 febr. 2022 la 8:43 
I'm adding the mod's path (given by the API, I'm not guessing it) to the texture path, turning it into a full path (which is how it would've ended up if the definition was properly moddable).
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