I have a mod in progress thats stuck as WIP because I cannot assign custom render layers to the prototypes in the mod. As stands the mod looks something like this:
https://gfycat.com/NeighboringEvergreenConey
The tank in the gif is actually 2 vehicles to allow two players to control different aspects of the tank (gunner/driver type setup) and 2 other 'attached' entities' to test the interface I made.
If the render layers could be accessible in the prototype and not hard-coded it should fix my issues.
Mod accessible Render Layers
Mod accessible Render Layers
Last edited by CmdrKeen on Mon May 23, 2016 5:33 pm, edited 1 time in total.
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Re: Mod accessible Render Layers
Looks like a neat idea, but yeah, monstrous clipping issues.
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Re: Mod accessible Render Layers
Generally, without a new class full of functions, this would be really hard. Just use the built in one
Re: Mod accessible Render Layers
for decorative objects it's as simple as adding this:Moonheart08 wrote:Generally, without a new class full of functions, this would be really hard. Just use the built in one
render_layer = "decorative",
to the prototype definition.
for other objects, when you try and add it. it either silently fails or the game has a hard coded layer based on entity type that takes precedence on it. I imagine the hard coding is to prevent graphical errors from happening, but allowing certain layers to be set by the render_layer property would be helpful.
to try and prevent graphical errors, I imagine it'd be possible to add render layers like object-c1 ... object-c5 and set only those as acceptable entries, and set those in the layer hierarchy where appropriate.
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Re: Mod accessible Render Layers
@CmdrKeen sorry for the post necro, but did you ever post the code for that mod anywhere? I was planning to do something similar in a mod but didn't realise it was possible to have that sort of effect...
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.
Re: Mod accessible Render Layers
I never did post the code for that mod. I should take a look at making availiable on my github page, the graphics are from the sony game infantry and I have questions as to whether I can use it or not...
Re: Mod accessible Render Layers
finally spent time to port from 0.12 and upload: the code for the API is here:
https://github.com/msu320/turrets_API
https://github.com/msu320/turrets_API