Kenshi
Psykikk Feb 1, 2022 @ 3:37am
question about modding buildings
I just want to ask if I get the process down correctly.
modding / making a new building.
( I am using blender and have the needed add-on installed)
1. import base mesh (e.g storm house) as a reference
2. 1-n
make version of all needed mesh files
4. create texture files
4. create objects / instances in FCS to "bundle it all up"
5. profit ?

thanks a bunch.
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Showing 1-5 of 5 comments
Psykikk Feb 1, 2022 @ 4:28am 
I just now see .bin and .xml files for all buildings. what are those and why do I need them ? thanks in advance
Psykikk Feb 1, 2022 @ 9:00am 
for me the old ogre mesh Import / export tool throws out errors when trying to create the mesh files. would someone be willing to collaborate on a wall platform mod / proof of concept ?

here´s the idea behind it:
https://imgur.com/a/TjSwscr

file can be made available. credits would go to the person willing to do this ofc.
SnugSnug Feb 1, 2022 @ 9:01am 
*.bin is a temp file created by the engine using the *.xml file of the same name. It will generate once and then remain meaning taht it needs a clear path via reference to a folder to actually generate. If the *.xml changes the *.bin will need to be manually deleted to force a refresh.

*.xml is the collision and is required for to things - physical collider for pathing or as a load trigger for defining the interior space and loading that space into the game when a character crossess the threshold.

the interior trigger creates a new space which overrides the existing space with a new set of rules interior vz exterior. Exterior should have all the hard collsions, interior is more a space definition. Both need to be defined in Blender and exported as an .xml Unfortunately i don't believe existing ones can be imported although they can still be viewed in kenshi mesh viewer. If there is a problem with the interior trigger alignment/positioning then characters will get stuck on the invisible boundary that defines it. .xml origins are to their own centre of mass relative to the scene origin, where as the building mesh should be to scene origin from the beginning.

buildings in general should only be 1 skin thick in most instance so that back face culling can be used to allow the building to cut away for player viewing in game. Designs should take this into account, like wise for floors and roof so that they are separate instances and can load in an out as necessary.

The Collisions can usually be a global entity that is used once and covers the whole building rather than making individual instances per building floor.

Interior upper floors can only be accessed from interior stairs and generally any design that tries to have multiple exterior entry points for different floors will ultimately fail or be buggy.

the latest plug-in tool should work with 2.9X
edit: they're older cribs but still valid
https://steamcommunity.com/sharedfiles/filedetails/?id=2613106392
https://steamcommunity.com/sharedfiles/filedetails/?id=2613103779
Last edited by SnugSnug; Feb 1, 2022 @ 9:05am
Psykikk Feb 1, 2022 @ 10:40am 
ah I see. ok.
how to go about slopes ? like ramps and such ? also just a box collider around it ?

thank you for your time & effort
SnugSnug Feb 1, 2022 @ 12:32pm 
No it should also support mesh and convex. Interior triggers apparently need to be kept to simple shapes and less than 256 vertex only ever used box though personally. Exterior can be more complex and have often used mesh for that format.

Down load kenshi mesh viewer and take a peak at vanilla ones for idea, can also look at mud buildings and Kindrad's Bug house fix mod for reference to using non-box format.

edit
https://steamcommunity.com/sharedfiles/filedetails/?id=2739496540
Last edited by SnugSnug; Feb 1, 2022 @ 12:43pm
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Date Posted: Feb 1, 2022 @ 3:37am
Posts: 5