Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Here's a memento for the extra modding side of things for Project Facade:
- In order to create truly purely-modded bases, rooms and their elements will have to be created in order for the decorations to be housed in. SimCityis a prime inspiration for such an element and thus can be looked at and incorporate new knowledge to create more user-friendly and mechanically improved building materials.
- A list of what can be created permitted enough time:
- 1. Modulated outpost with one interior piece and modular snappable endcaps and doorways
- 2. basic room pieces with custom textures or models
- 3. cuboid rooms with custom wall and doorway pieces
- These can be tricky to create, however, as I am incompetant in modelling or even advanced texturing.
- Therefore these can be created instead permitted NOT enough time:
- 1. Non-modulated outposts with static endcaps and door, but an empty interior for building
- - eases time by ditching snapgroup creation and by using modding the model with xml fully
- - can be later replaced directly which will be nice
- 2. basic room pieces with whatever flat surface I can find to kitbash
- - this will not look the best but will have to be enough
- 3. cuboid rooms with basic room pieces as walls and doorways
- - this will be increadibly easy while being completely in-line with in-game aesthetics as well
- A list of what I can do in addition to the above:
- 1. The un-released power modules will be good for show, not to mention the ID are already there so they can transition in official release easily
- - they, of course, will be removed once they are official since they will not be "un-released" any longer
- 2. A billboard because I wanted to make one already but couldn't think of an excuse to actually do it
Advertisement
Add Comment
Please, Sign In to add comment