zingfharn Posted March 23, 2016 Share Posted March 23, 2016 (edited) Yes. potentially. I actually haven't* done much stuff in tactical, so just have the screenlistener class set to none, and in the OnInit do `Log(Screen); to catch which one it is, then match it to that. Does that make sense? Edited March 23, 2016 by zingfharn Link to comment Share on other sites More sharing options...
Synthorange Posted March 23, 2016 Author Share Posted March 23, 2016 Sounds good. Getting closer, I can smell it! Link to comment Share on other sites More sharing options...
Synthorange Posted March 24, 2016 Author Share Posted March 24, 2016 http://images.akamai.steamusercontent.com/ugc/530670181245897703/64012B9E70E7CD384F685B5D90534602557515B8/http://images.akamai.steamusercontent.com/ugc/530670181245892670/04746C867B1F44FFF3C3E48073466C96EEDB6EFB/http://images.akamai.steamusercontent.com/ugc/530670181245896412/6F2AA3BF9FC854DC8F470B9CECB7B7C41D151E7D/ AHAHAHAHA IT WOOOOOORKS Link to comment Share on other sites More sharing options...
zingfharn Posted March 24, 2016 Share Posted March 24, 2016 Nicely done, sir! Link to comment Share on other sites More sharing options...
Synthorange Posted March 24, 2016 Author Share Posted March 24, 2016 ARGH! I'd gotten rid of the crash on reload, but the crash on return from mission popped up again. AND I cant get it to load skins from my own UPKs now. Ugh. Link to comment Share on other sites More sharing options...
zingfharn Posted March 24, 2016 Share Posted March 24, 2016 I often forget to re-import my upks when I change them. You need to do it manually each time. Just in case it's that. Link to comment Share on other sites More sharing options...
Synthorange Posted March 25, 2016 Author Share Posted March 25, 2016 I've never needed to re-import my upks when working on them before. Modbuddy just links to the file and any changes come through fine without relinking. Changing the skins or meshes to an asset from the basegame works fine. Placing the model in manually in the map works fine. Swapping my custom meshes and material with SetSkeletalMesh /setmaterial is not! Ugh. Link to comment Share on other sites More sharing options...
Synthorange Posted March 25, 2016 Author Share Posted March 25, 2016 http://i.imgur.com/HO8FsT5.jpg Ugh. The small rangers are placed in the Armory map. The larger ranger is invisible after I told the actor to swap its mesh to the new ranger models. It has no problem taking base game stuff. I've gotten it to turn into a sectopod, bradford, etc but anything in my custom upk doesnt work, DESPITE THE MODELS BEING RIGHT THERE. Also I am breaking something important somehow. The game breaks after loading/starting a new game once. That first go is fine, but reloading/returning to the Avenger will break the game, no matter if I load a pristine-modless save-game or not. Only by disabling the Skyranger_Skinner class will it work, but then whats the point. This is really frustrating. Link to comment Share on other sites More sharing options...
Synthorange Posted March 25, 2016 Author Share Posted March 25, 2016 Oh goddammit. It was nothing I did. It was the UI screen listener. Setting it to UIFacilityGrid will crash the game. Link to comment Share on other sites More sharing options...
Synthorange Posted March 25, 2016 Author Share Posted March 25, 2016 (edited) Okay here's the last bugs, the bugreport: Analyzing... C:\Steam\steamapps\common\XCOM 2 SDK\Development\Src\AwesomeSkyranger\Classes\Skyranger_Customizer.uc(135) : Warning, ImportText (): Property import failed for RangerSkins in: SR_Mesh C:\Steam\steamapps\common\XCOM 2 SDK\Development\Src\AwesomeSkyranger\Classes\Skyranger_Customizer.uc(146) : Warning, ImportText (): Property import failed for RangerSkins in: SR_Mesh Scripts successfully compiled - saving package 'C:\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\..\..\XComGame\Script\AwesomeSkyranger.u' And here's the definitions: RangerSkins(0)={( SkinName="Default Skyranger", SR_Mesh= SkeletalMesh'SkyRanger_ANIM.Meshes.SM_SkyRanger', Mat_Zero= MaterialInstanceConstant'Skyranger.Materials.Skyranger_Hull_MATINST', Mat_Hull = MaterialInstanceConstant'Skyranger.Materials.Skyranger_Hull_MATINST', Mat_Glass = MaterialInstanceConstant'Skyranger.Materials.Skyranger_Glass_MATINST', Mat_Interior = MaterialInstanceConstant'Skyranger.Materials.Skyranger_InteriorWall_MATINST', Mat_Engine = MaterialInstanceConstant'Skyranger.Materials.Skyranger_Engines_MATINST', Mat_Landing = MaterialInstanceConstant'Skyranger.Materials.Skyranger_LandingGear_MATINST' )} RangerSkins(1)={( SkinName="Saints Ranger", SR_Mesh= SkeletalMesh'SO_RangerSkins.Meshes.SO_PurpRanger', Mat_Zero= MaterialInstanceConstant'Skyranger.Materials.Skyranger_Hull_MATINST', Mat_Hull = MaterialInstanceConstant'SO_RangerSkins.Materials.MAT_PurpHull', Mat_Glass = MaterialInstanceConstant'Skyranger.Materials.Skyranger_Glass_MATINST', Mat_Interior = MaterialInstanceConstant'Skyranger.Materials.Skyranger_InteriorWall_MATINST', Mat_Engine = MaterialInstanceConstant'SO_RangerSkins.Materials.MAT_PurpEngine', Mat_Landing = MaterialInstanceConstant'Skyranger.Materials.Skyranger_LandingGear_MATINST' )} RangerSkins(2)={( SkinName="Miliranger", SR_Mesh= SkeletalMesh'SO_RangerSkins.Meshes.SO_MilRanger', Mat_Zero= MaterialInstanceConstant'Skyranger.Materials.Skyranger_Hull_MATINST', Mat_Hull = MaterialInstanceConstant'SO_RangerSkins.Materials.MAT_MilHull', Mat_Glass = MaterialInstanceConstant'Skyranger.Materials.Skyranger_Glass_MATINST', Mat_Interior = MaterialInstanceConstant'Skyranger.Materials.Skyranger_InteriorWall_MATINST', Mat_Engine = MaterialInstanceConstant'SO_RangerSkins.Materials.MAT_MilEngine', Mat_Landing = MaterialInstanceConstant'Skyranger.Materials.Skyranger_LandingGear_MATINST' )} RangerSkins(3)={( SkinName="Sectopod", SR_Mesh= SkeletalMesh'SkyRanger_ANIM.Meshes.SM_SkyRanger', Mat_Zero= MaterialInstanceConstant'Sectopod.Materials.Sectopod_MAT', Mat_Hull = MaterialInstanceConstant'Sectopod.Materials.Sectopod_MAT', Mat_Engine = MaterialInstanceConstant'Sectopod.Materials.Sectopod_MAT' )} 1 and 2 dont work, they cant find my Mesh or my materials. Despite the minimodels being up in the map like I pictured above. Help! Already tried throwing in "Sky.SkeletalMeshComponent.PrestreamTextures(0,false);" before applying but that didnt help for the materials. Edited March 25, 2016 by Synthorange Link to comment Share on other sites More sharing options...
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