Hello, I was wondering if there were plans to allow modders to associate manually their ground textures with ground models. Today, the ground texture names which map back to a groundmodel are hard-coded in the groundmodel.lua file (or something like that). It becomes quite limiting in the following circumstances: - If you want to have several ground textures referring to a same ground model (e.g. different textures/ground covers for grass, or snow) - Generally speaking, it does not enable modders to have freedom in the ground textures naming, which can be inconvenient if you have a lot of them Is there a way to work around it by including a custom LUA file? Are there plans to implement a more flexible system, for example based on a specific file in the mod folder? Thanks for reading!
Agreed, I always found it a pain to be limited to naming everything by the book and it was generally messy to say the least when using a bunch of textures.
I think the most effective way to make it work would be to have the ground model look for the specific string names and then ignore whatever else is written. An example is it looks for the word "dirt" to apply the dirt ground model, and you have different textures named dirtdusty, dirtrocky ect. since they all have dirt in them it will apply the dirt ground model to them.
Same here. Looking for a way to have more freedom on that matter. That might be the best solution. Or each map could have its own groundmodel file, so you can change the names, based on the map textures you use.
It would also be nice to not have the groundmodel.lua reset every time an update arrives. Keeping a copy of a groundmodel loaded with custom textures 'offsite' works though.
The problem I'm running into with this is the lack of access to groundModel() and BeamEngine:setGroundModel(). It's possible to run a Lua script when a map is loaded, which could theoretically then add the needed ground models. Except I can't call the aforementioned functions because they're not defined. Bummer.