Deliverator
Graphical Hackificator
The reason why you can’t find Middle East assets is because skin tone is now achieved via Tint colours - which is a better system.
Now i'm proceeding towards making Tutorial Unit Artdef file at the section of UnitBin...
This is what I got so far. through Tutorial 1.
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Tell me about UnitBin in Artdef file and UnitMemberAttachments
1. Are the names of folders in this file CaSe sensitive?
2. And do I have to fill the name of attachment points exactly what appears in unit assets??
3. After this stage. what should I do next? and where should i pick the names of pieces and bits? ones shown in asset viewer or one shown in default UnitBin Artdef?
few more explainations on UnitAttachmentBins please. Do i have to make the same heirachy as UnitMemberTypesFolder? and is this where all pieces and bits of choices are chosen and will manifest on an actual units in real game??
^ Still in UnitBins Attachments.
1. Do I still have to add Armor directory in it?
2. If I want a tuturial unit to be accessible by all players and thus variable by race. What shall I do with Culture directory that comes with it. just leave blank or do I have to enter any parameters?
3. And in 'Bodies' directory. Only pics 'Body_Full' thing or should I pick Arms, Hands, Limbs, into the same directory?
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^ But the Tuturial1 mentions nothing about AttachmentVisi in Units folder. ABSOLUTELY nothing. Then again versions shown in the tutorial and the recent one seems to have a significant different that I must try to read the tutorial PDF with the new versions lens.
in this case just left out and go to the next step? SQL XML thingy?
Finally my first mod (For Vanilla. yes the Unit Test thing as per Tutorial).
and this is what my test unit looks like.
Meh! Did I do something wrong?
OK Here it is.
"WarCart_HelmA" -> "Hats/WarCart"
"Slinger_WeaponA" -> "Weapons/Slinger"
"Male_ThinBody_Full" -> "BaseMale_Bodies/Full"
"Horseman" -> "Capes/Horseman"
"Male" -> "BaseMale_Heads/Heads"
^this code shown here which one is correct and which one is not?
On Body, Weapons, thing... Do I have to edit UnitAttachmentBins down to Cultures level and pick every associating assets as per basegame Units.artdef? down to each of every individual races?
as shown here (and is it even correct yet)
Incomplete yet. because.. i'm.... really.... baffed.. walking the road inside Modding Wulin. doing exercise editing artdef and test a newer version (overwriting previous ones using manual install in MODS folder)
EDIT: One more annoying thing is that names in left hand directories are clipped. Input done in full tags but shown clipped.
^ Does that new tools of you have tutorials and who wrote it? and did it shows 'cooking' results rightaway without having to browse existing assets like what I try with Modbuddy tools?
Is this tool has an ability to make 'bronze age sword' through reskinning the existing assets?
^ if Sukritact's tools is ... as you say, user-friendlier when doing artdef edits. then... it is an unofficial addons to modbuddy and thus anything involving Artdef (particularly in aformented Tutorial One exercise) can be done with that tools and then resumes normal Modbuddy exercise in other stages? (I'm not really good at programming too bad) does it comes with its own tutorial and exercise?
Which tools do you use when fixing Units Artdef that you've posted here earlier today?