NokiMo
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New Modding Tool Features

Hello, I've been working on new Modding Tool Features and aiming at making it some sort of an all-in-one solution for AI/HS2 Modding.

Recently, I had to make a lot of stuff to support all kinds of AI/HS2 Modding. So, I've been squeezing more time to work on the modding tool recently.

As I told, near checkpoint will be supporting playable HS2 Map with all kinds of H Positions.
Consider this is the road to checkpoint.

If you want to try, go to the Modding Tool Git Repository, the 'master' branch. You still can get old versions in the 'release' branch. (a few of features that introduced in here will be available that place as soon as it's done and good to be tested by random people.)


Easier UI 

People asked me how to use the modding tool a lot. especially most of the people lost the way when building the mod.

It's silly but I thought making everything automatic is kinda cool - but I missed the point that somebody needs buttons and screen to see what's going on.

So it's more straight forward than old UI - at least you can see what's going on and what's the button to build the mod.

Also, you can get more utility for objects and an easier way to initialize game components with few clicks. It's not the best yet but I can say it will be improved more.

Bundle Validation

It's really making people and me mad when the bundle is randomly refused to be built. Yes, I knew that pain, and I decided to take some action.

With making Multi-building the mod.xml with more intuitive UI, I managed to put some validation on the mod building.

So, when the Mod Packer sees missing resources in the mod.xml file, it will halt the process and warn you what's missing. 

Automatic Component Initialization and Object Assignment

Now, most Game Components have a custom inspector that will set everything automatically if you follow the naming convention what ILLUSION uses. 

It will automatically find every renderer, set render layer, apply default values for materials, and plus set dynamic bones automatically.

It's easier than the old workflow.

XML Macro

Yes. It's pain in the ass to set everything by yourself with the keyboard in XML files. I know that. 

So, I've made new keywords that will automatically find everything in the folder or assign different bundles automatically. 

No more copypasta, no more hassle.

Thumbnail Generator

Honestly, I'm really bad at art and making a thumbnail. It's really time-consuming task too.

I thought - well shit. How about making thumbnails automatically with some frames and backgrounds?

So I did.

With some background and foreground image (they're optional. Don't worry.), you can generate the selected model's thumbnails automatically.

It will drop to the subfolder called "thumbs". it will be created under the folder where your unity "Projects" is looking at.



Well that's about it. If you're thinking why I'm not making more clothing, hairs, and all other maps - this is what I've been working on with all of the content releases.

Anyway, Have a good day, and have a nice weekend. I'll follow up with more content. 

Always, Thanks for supporting me. I will not let you down. Peace.

Comments

Yes, it still exists, I have downloaded F1 of 2018.4.11, but it has the same problem with C1.First error manifest.JSON due to lack of GIT executability and then error "CheckConsistency:GameObject does not reference component Animator. Fixing. "" the Assembly from the reference to a non - existent Assembly 'RuntimePreviewGenerator. Runtime' (Assets / _ModdingToolScripts asm_Packer/ModPacker asmdef),"The Assembly from the reference to a non - existent Assembly 'MyBox (Assets / _ModdingToolScripts asm_DebugComponents/DebugComponents asmdef) "Three mistakes. "Character_sence has no window application.

睿 杨

Is the issue still persistent?

It cannot be used at present, because F1 of Unity2018.4.11 cannot be downloaded, only C1 of Unity2018.4.11 can be installed. An error occurred after importing the package.Please solve it.

睿 杨

You are the man!

wyrmmaster


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