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Znochu

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  1. No, there wasn't any changes to import itself. Maybe something wrong with quotes or backslahes, because those were changed a bit. Check out attached batches, I used to test terrain arrays for you and they worked.
  2. Maybe I'm misunderstanding, but normals have their own array - novigrad_array_n.texarray and they can have different resolution than diffuses from novigrad_array.texarray. ("all the same resolution" restriction apply only to textures from the same array, but apart from this resolution can vary between arrays)
  3. You probably ain't going to like this, but all textures from array need to be the same size. So if you are bumping to 4K one texture from novigrad_array.texarray you need to to resize all its, 31 textures to 4K as well - from novigrad_array.texarray.texture_0.xbm to novigrad_array.texarray.texture_30.xbm
  4. In cook command, path in argument -mod should be path to folder with your mod uncooked (in other word - modified assets after importing) while -basedir is path to folder with whole game Uncooked. This is one of changes made in update.
  5. Support for texture arrays was introduced in ModKit Update and unfortunately you need uncook game again to have them (game uncooked with ModKit Update should weight ~50GB).
  6. Terrain textures from ~\environment\textures_tileable\ are not those that are on actual terrain. Each level have it's own textures array that it use for terrain texturing and it is place in level directory itself. So for example if you want modify default grass texture for Novigrad (see attachment) you should edit the one from Novigrad texture array, which is: ~\Uncooked\levels\novigrad\novigrad_array.texarray.texture_0.xbm and NOT the: ~\Uncooked\environment\textures_tileable\soil\grass_default.xbm
  7. After ModKit update "basedir=" should point to directory where whole uncooked game is, while "-mod=" to uncooked mod (mod assets after importing).
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