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Posted

Hello im new to modding and i duplicated and edited blade itemtype for my custom falx blades. I edited shapes in the shape editor and it worked. Item getting the shape and other attributes like damage but cant get textures in shape. I tried manually adding textures like ( texturesByType: { "blade-sharpfalx-*": { base: "item/tool/blade/sharpfalx/{metal}" }). And I removed this code for getting texture from shapes but it didnt work. Please help me heres my work.

informations you have to know:

-i extracted shapes in modmaker.

-i run my mod in a file (somehow it didnt work in rar)

-i deleted mod dll created by modmaker.

-i dont know why but i can change damage and durability only if i write itemtype second time like "sharpfalx-sharpfalx-gold" : 4,5

test.zip

Posted
42 minutes ago, Mastess said:

Hello im new to modding

Hello there and welcome.

  • You have to zip your file. It appears that you simply changed the file extension from .rar to .zip, which doesn't work because those two are different formats.
  • There are essentially two way to texture a shape.
  1. Via the itemtype.
  2. Via the shape

I'd simply copy how the game is handling falx blades and add back the texture definitions to the shape.

That would look like this:

	"textures": {
		"handle": "item/tool/material/...",
		"handguard": "item/tool/material/...",
		"bismuthbronze": "item/tool/material/blackbronze"
	},

That means you have to go through all your shapes, find out the texture references, write them down in the textures field and add the paths back. Or you could make your life a lot easier, by replacing your sharpfalx shapes with the default game falx shapes (Currently I don't see any differences), and simply add "game:" in front of the paths. That will instruct the game to use the game's textures.

"textures": {
		"handle": "game:block/wood/debarked/veryaged",
		"bismuthbronze": "game:block/metal/ingot/bismuthbronze",
		"string": "game:item/tool/material/string",
		"handguard": "game:block/metal/sheet/bismuthbronze5"
	}
Posted
15 minutes ago, Brady_The said:

Hello there and welcome.

  • You have to zip your file. It appears that you simply changed the file extension from .rar to .zip, which doesn't work because those two are different formats.
  • There are essentially two way to texture a shape.
  1. Via the itemtype.
  2. Via the shape

I'd simply copy how the game is handling falx blades and add back the texture definitions to the shape.

That would look like this:

	"textures": {
		"handle": "item/tool/material/...",
		"handguard": "item/tool/material/...",
		"bismuthbronze": "item/tool/material/blackbronze"
	},

That means you have to go through all your shapes, find out the texture references, write them down in the textures field and add the paths back. Or you could make your life a lot easier, by replacing your sharpfalx shapes with the default game falx shapes (Currently I don't see any differences), and simply add "game:" in front of the paths. That will instruct the game to use the game's textures.

"textures": {
		"handle": "game:block/wood/debarked/veryaged",
		"bismuthbronze": "game:block/metal/ingot/bismuthbronze",
		"string": "game:item/tool/material/string",
		"handguard": "game:block/metal/sheet/bismuthbronze5"
	}

Game: reference will help me alot thank you. And i uploaded zip cuz of website. I directly changed my blade file and added every variable sharpfalx. Also added blade/sharpfalx as shapes. Shape working fine but cant get textures even if its game file. 

IMG_20250317_105807_046.jpg

  • Like 1
Posted (edited)
27 minutes ago, Mastess said:

Game: reference will help me alot thank you. And i uploaded zip cuz of website. I directly changed my blade file and added every variable sharpfalx. Also added blade/sharpfalx as shapes. Shape working fine but cant get textures even if its game file.

Some of those changes must have broken something. I just replaced your shapes with the vanilla shapes, and added the prefix "game:" to the texture paths in the shape files.

image.png.7e78159ebe9a224fcbe45a56d29a33d3.png

Just looking at the screenshot, I noticed something, that can be changed. If you look at the picture, you can see that the highlighted item is called "sharpfalx-sharpfalx-copper". This is in no way bad or will prevent the mod from working correctly, but mentioning sharpfalx twice is unnecessary.

Item codes are created by combining "code" (usually found all the way at the top, in your case "sharpfalx") and every variantgroup. In your case this would be {code}-{type}-{metal}, resolving in sharpfalx-sharpfalx-copper/tinbronze/etc".

If you don't plan on adding more sharpfalx types to the mod, you can get rid of the variantgroup "type", which essentially removes the second mentioning of sharpfalx from the names.

Btw, if look at the screenshot you can see that my preview shows some more information. Those can be really helpful debugging things. To activate those, go to the settings, then Interface. There you activate the option "Developer Mode". This will open a new tab called "Dev". Open the tab, and activate "Error Reporter" and "Extended Debug Info". The former will show more information in the log files, and the latter will show more information on the debug screen (Ctrl+F3) and in the preview cards.

test-shapesfixed.zip

Edited by Brady_The
Posted
1 minute ago, Brady_The said:

Some of those changes must have broken something. I just replaced your shapes with the vanilla shapes, and added the prefix "game:" to the texture paths in the shape files.

image.png.7e78159ebe9a224fcbe45a56d29a33d3.png

Just looking at the screenshot, I noticed something, that can be changed. If you look at the picture, you can see that the highlighted item is called "sharpfalx-sharpfalx-copper". This is in no way bad or will prevent the mod from working correctly, but mentioning sharpfalx twice is unnecessary.

Item codes are created by combining "code" (usually found all the way at the top, in your case "sharpfalx") and every variantgroup. In your case this would be {code}-{type}-{metal}, resolving in sharpfalx-sharpfalx-copper/tinbronze/etc".

If you don't plan on adding more sharpfalx types to the mod, you can get rid of the variantgroup "type", which essentially removes the second mentioning of sharpfalx from the names.

test-shapesfixed.zip 289.06 kB · 0 downloads

Thank you now i tried manually removing razors from json and its worked. I dont know why model editor broke my textures. Thank you for your effort.

Ekran görüntüsü 2025-03-17 113104.png

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