Build 280: Modding Tools Update! - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Build 280: Modding Tools Update! - Natural Selection 2
It’s finally here, the long-awaited FBX compiler tools! That’s right, you heard correctly: the Spark model pipeline has been brought out of the stone-ages. No longer shall modders be forced to...
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I suspect there are more changes as I noticed mention of randomising the menu background to show different map scenes.
I also read something about menu changes but I doubt they'd put the new menu live and not make a big thing of it as that would be a massive waste of a hype opportunity.
Let those stern words sink in for a bit, fish about in your minds and you'll be hooked on the idea.
As WasabiOne mentioned, we're still on the hunt for the 279 reported issues. Lots more to come, stay tuned!
EDIT: Just FYI, B280 had to be both a Client & Server update. In order to add FBX support the Core and Physics libraries for Spark had to be modified.
Omg thank you, please do this for other rooms and other maps too There isn't anything more frustrating as a comm than a medpack not finding its marine.
We've included the source assets for it in "assets/modelsrc/peeper", you'll need to compile it yourself though. Just make a new mod, and copy the "peeper" folder to your mod's "modelsrc" folder, and run builder. It'll appear in your output folder.
Wut da f... is de?? Maybe Hey yo Deee!!!
Maybe 'de' is from "Espace de travail". It seems it's the same config file bug from last time. ... hotfix pls ?
I couldn't find the word "texture" in the manual. Maybe it is stored somewhere else. I just browsed rapidly what was in the full story. Maybe i missed something. If the information is somewhere else could you insert it in the google document ?
That's weird... it looks like it's getting tripped up by having spaces in the file path... but that's nothing to do with the changes I made.
Out of curiosity, does this same error happen when you try exporting a collada (DAE) file?
Also, the exporter doesn't do anything differently than the old pipeline in terms of materials. It will simply rename the diffuse channel's input image to the spark material.
Jokes aside this is amazing news, and exactly what Spark needed to revive the modding scene. Great work Beige!
Snapper wont be forgotten now!
The 6th alien lifeforms!
Using the original builder config file as the fixed one (here) is the same.
Did you recently move your mod projects to another drive or something? The "de" seems to be part of the name of a folder surrounded by spaces. I'm not sure why it's tripping over that part though.
The game is nearly unplayable for me every single day, and we have had many rookies refuse to come back due to how broken the game was for them. NS2 has had a declining population for a while, and it is due primarily to game instability and netcode issues. We need to be able to give a pleasant experience to new players so that they become interested in the game, instead of chasing them away with the current state of the game.
Given the choice, many people agree with me ingame whenever I bring up my preference for build 277 over 279. This is obviously not what you as developers are looking for, and resolving this issue should be your primary focus until the player base reaches a consensus that the game has been improved by your changes, rather than breaking the game for many players and only listening to those who say that they have seen an improvement.