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Rimdark 40K Masks no longer work with SA0


Torsten Torsten

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Posted

I tried to create textures for the Rimdark 40K armors. As I really wanted to see if it works with the customization system. And it worked just fine, made some quick test edits of the living saint armor booted up the Game and Voilà the Armor Painting still worked.

 

However, for some reason that I cannot understand, the mask is no longer applied correctly since the most recent Rimdark patch.

Instead of being used as a mask, it simply uses the masked Zones as the Color, which means that the armor is all red and green.

image.png.a482b8637091064fcc65f346601e7591.png Example of what I mean

The third mask zone being added is the only change between the updates that I as someone who has little to no knowledge of how precisely Rimdark accomplishes its customization system noticed.

If the Armor uses said 3rd mask zone or not does not affect the outcome.

I don't know why it would to be fair so something else must have changed. It worked just fine before the Latest patch. Yet I can't get my behind why it no longer does, as I have not enough knowledge about the internal workings of either SA0 or Rimdark.

I would really appreciate help if possible. 

 

 

Log file attached if needed.

Player.log

  • 2 weeks later...
Posted (edited)

Possibly the color defined to use as the mask was changed by the rimdark patch. 

 

Color masks have something like this

 

<graphicData>

<texPath>Folder/file.png</texPath>

 

<color>(#,#,#)</color> <!-- RGB VALUE-->

<graphicData>

 

The first thing I would check is that color value could have been changed with the patch. Either way you should double check that the color ur using for the mask matches the RGB values exactly. 

 

EDIT: if this isn't present then its using defaults of 0,0,0 for no color, 255,0,0 material color, 0,255,0 secondary, And anything else else turned into shading.

Edited by AKawaiiTent
Posted (edited)
13 hours ago, AKawaiiTent said:

Possibly the color defined to use as the mask was changed by the rimdark patch. 

 

Color masks have something like this

 

<graphicData>

<texPath>Folder/file.png</texPath>

 

<color>(#,#,#)</color> <!-- RGB VALUE-->

<graphicData>

 

The first thing I would check is that color value could have been changed with the patch. Either way you should double check that the color ur using for the mask matches the RGB values exactly. 

 

EDIT: if this isn't present then its using defaults of 0,0,0 for no color, 255,0,0 material color, 0,255,0 secondary, And anything else else turned into shading.

It seems they use the defaults, at least that's what the Rimdark mods series own textures seem to use 255,0,0 for Primary 0,255,0 secondary and since the mentioned patch some armors now got 0,0,255 for tertiary.

Thanks for taking your time, tho. I have the feeling of something more fundamental changed between those updates. Either that, or there is something I'm missing about the textures.

 

Edit: As soon as I remove the "6" or "3" size "indicators" from my texture and use one of them as a replacement instead of an SA0 textures, (and obviously removing the other size) they work as intended so it seems it gets confused by something related to the size specific rendering??

 

image.png.ff39fa407206a608a89cd730e0b2b6a4.pngthis is how It's supposed to look like after equipping

 image.png.2aa5a1a809ec34b4b683ac7b3b6bb7c9.png Also Quickly tested it by messing around with the customization system to confirm the textures do actually work as intended

Edited by Torsten Torsten

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