Ealdormann Hussey said:I'd kill for new map icons for my mod. Wink, nudge
A note with moving skies-that would hurt the framerate a bit, wouldn't it?Talak said:Thanks everyone for the comments I appreciate it. I'm still working on some better skies for the mornings especially, but at the moment Real Life(TM) has interfered. Hopefully I can get back to it in the next week or so.
I'll also consider creating some new city icons for general release; as some of you know I've already done this for the ExtraNPC/Dionisia mod, but I'd like to keep them unique. One other thing I think should be possible is multiple-layer skies, with a small parallax effect (eg separate cloud layer). It might even be possible to animate them. I'd have to experiment a bit.
Talak said:Thanks everyone for the comments I appreciate it. I'm still working on some better skies for the mornings especially, but at the moment Real Life(TM) has interfered. Hopefully I can get back to it in the next week or so.
I'll also consider creating some new city icons for general release; as some of you know I've already done this for the ExtraNPC/Dionisia mod, but I'd like to keep them unique. One other thing I think should be possible is multiple-layer skies, with a small parallax effect (eg separate cloud layer). It might even be possible to animate them. I'd have to experiment a bit.
the game reads skybox_a two times, once in native, once in your mod. rename it and the material of it and assign the mesh to the new materialLeprechaun said:Hmm. Followed your instructions to the letter, but now when I try to start the game, I get the following error message:
attempt to reregister object skybox_a.dds
What stupid mistake have I made this time?
Leprechaun said:Nope.
...
load_module_resource = map_icon_meshes
load_module_resource = skybox
load_resource = particle_meshes
...