Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The Leviathan coast is mostly Northern towers, the trees listed under the biome foliage are:
FanTree << is not this, this is the propeller looking thing
Tree_Cascader01K
Tree_SPIKEY SPRITE
Import each one at a time in blender so you'll see which it is. Reduce the size and vertex count, then export as mesh.
Yeah I have done those and its not any of them, checked through all the foliage in the files
I made it an exterior furniture and still nothing...
If you could post a photo (fe a link to imgur or other image host site) of the tree's new outdoor furniture file on FCS, we could better see if there is an issue with the file setup.
Thank you for the help in realizing this
As the trees were never meant to be built as furniture also their collision is way too complicated. So do not use that. Just make a box collision like I show here: https://www.youtube.com/watch?v=ng0qJcjKbco
What comes to reducing the vertex count I always use the ctrl + F tris to quads, then decimate and tris to quads again. But the result is never as pretty, as it usually messes the texture UV. Only way to keep some of the texture UVs in place, is to do manual reducing edge by edge and delete edge loops. Horrible amount of work tho. And you need to control the UV map every once and a while to see if the latest removal messed something.
The vertex count should be around low thousands. You -might- get away with 8000-10000.
As soon as I either try go into edit mode, decimate it or export it, blender just crashes, is there any workaround to this? or do I just have to give up?
And you can decimate in the object mode.
It instantly crashes as soon as I try use decimate, I don't click anything just as soon as I try click and drag its crashed, doesn't freeze just closes, It is kind of frustration since that one is the whole reason I started.
Anyway your advice and videos have helped me out loads that I could probably just build a mesh similar to what that one, i'll still keep trying at it though if you have anymore advice haha
Okay all sorted, had to remesh it first now I can edit it and lower the vertex
https://imgur.com/HDunmHV
https://imgur.com/urteLbe
always worth running the mod 1st time with custom references so *.bin files have a place to generate ans save to, can switch back to /data if using direct overwrites later.
Also are you saving the game or saving the world data to the mod when "saving"?
You need to make a separate folder called 'buildings' inside your mod where you place the new mesh and use that folder in the link paths.
So instead of .\data\newland\Assets\Plants\Monster-Plant_Branches01.mesh
the link would be .\mods\Bits and bobs\buildings\YourNewMeshName.mesh