Wayward Terran Frontier: Zero Falls

Wayward Terran Frontier: Zero Falls

 This topic has been pinned, so it's probably important
Jan  [developer] Sep 19, 2017 @ 6:52pm
ModLab
http://store.steampowered.com/app/768970/ModLab/

New version of ModTool to help you with creation of own ship hulls. Only diffuse map is required to generate working ship profile but you can also use ModTool to fine tune your own normal, roughness and emission map and preview how they will look in game.

http://steamcommunity.com/sharedfiles/filedetails/?id=1139147599

Normal maps can be generated either straight from Diffuse map or Height map, there are some unique and very powerful tools like Bilateral preprocessing and horizontal profile editor which you wont see in different tools.

This version of ModTool also includes background editor but there is currently now way for you to import it to the game.

You are free to use ModTool for any noncommercial modding for any game you like.

Use assets from "Sample Assets folder", especially if you want to experiment with background editor.
Last edited by Jan; Feb 15, 2018 @ 5:38pm
< >
Showing 1-15 of 53 comments
Entity Sep 19, 2017 @ 8:28pm 
Hey thanks for the update :)

Such a tease putting that big red ship in the screenshot though. But I'll take the Arbalest that comes with it too. <3
blacktea Sep 20, 2017 @ 3:08am 
Thanks for all that work!

edit:
I have just a little issue, the program window is to big for my screen resolution (1920x1080). I can´t reach the "toggle cursor light" button.
Last edited by blacktea; Sep 20, 2017 @ 6:10am
Elinzar Sep 20, 2017 @ 9:08pm 
me eiter (1366x720), i cant acces the "Generate horizontal Profile" tool underneath unless i place my screen in vertical, wich i cant do much since im in a laptop, and i dont see a way to resize the mod tool screen either

also, i would love to see a tool to diferenciate between decks in my ships, like drawing with points in symmetry or not different parts of the ship, and selecting the altitude respecting with other decks of the ship, it would actually help a lot
Last edited by Elinzar; Sep 20, 2017 @ 9:12pm
Jan  [developer] Sep 20, 2017 @ 9:47pm 
Elinzar that would be incredibly complex to implement and absolutely out of scope of this tool, you can use any full suited 2D editor to do that as grayscale image and then generate Normal from Height map in this tool, in either case you will have to define "decks" by hand, you can use for instance https://www.gimp.org/.

Also I discourage greatly against using flat decks at different levels as only visible difference between them from point of normal map will be at their edge, dont forget, normal map doesnt contain depth information, it is rotation of normal.

I will fix issue with 1080 but I am currently not looking to support anything under v:1080 in this tool.

Last edited by Jan; Sep 20, 2017 @ 10:01pm
Elinzar Sep 20, 2017 @ 10:30pm 
gonna try and see if i can make something

my issue is that most of the time i dont want a slope that should be in the first deck pass to the second that should be kinda flat (kinda, not completely), or i want an angled slope instead of begin totally horizontal

Jan  [developer] Sep 20, 2017 @ 10:34pm 
Which is why added ability to generate from height map. If you want best control over normals then I recommend any 3d software, for instance: https://www.blender.org/ You can also flatten any area after processing it in mod tool, just fill given area with 127,127,255 color in 2D editor.

I plan to create tutorial about my process once I have some time.
Last edited by Jan; Sep 20, 2017 @ 10:35pm
Elinzar Sep 20, 2017 @ 10:59pm 
Originally posted by Jan:
I plan to create tutorial about my process once I have some time.

wich i really will appreciate a lot, i would like to have more control over the normals to make better looking ships
Feyn Oct 7, 2017 @ 7:58am 
Is there a preset pixel to equipment slot ratio?
Like 4 pixels on the sprite will give you one equipment slot inside the ship editor,?
Hope the question makes sense.
Also inside the mod tool my cursor is offset a lot, so it’s hard to press buttons :/
Jan  [developer] Oct 7, 2017 @ 8:14am 
Originally posted by Feyn:
Is there a preset pixel to equipment slot ratio?
Like 4 pixels on the sprite will give you one equipment slot inside the ship editor,?
Hope the question makes sense.
Also inside the mod tool my cursor is offset a lot, so it’s hard to press buttons :/

One pixel is one tile. Sounds like your system has some issues with handling window size, can I ask which OS are you running, is it actuallized? If not which service pack / build are you running, thanks.
Feyn Oct 7, 2017 @ 1:40pm 
God to know the pixel/tile ratio is 1:1, thanks :)
I’m running Windows 10 pro with all the latest updates. My 4K display is being repaired so I’ll try running the tool on that display next week when I get it back.
I’ll also test changing the windows zoom back to 100% tomorrow and tell you if that fixed the problem.
I also wondered if I only need the top map to be able to open the custom ship in game?
I don’t want to make the other maps until I’m shure that the modules I want to use will fit in the design xD.
Feyn Oct 7, 2017 @ 3:17pm 
Got the mod tool to work. :)
Elinzar Oct 7, 2017 @ 5:58pm 
Originally posted by Feyn:
Got the mod tool to work. :)
how?
Feyn Oct 8, 2017 @ 2:29pm 
Originally posted by Elinzar:
Originally posted by Feyn:
Got the mod tool to work. :)
how?
I changed windows ui to 100% started the tool and then changed the ui back
Elinzar Oct 8, 2017 @ 2:30pm 
Originally posted by Feyn:
Originally posted by Elinzar:
how?
I changed windows ui to 100% started the tool and then changed the ui back

hmm gonna try
Feyn Oct 8, 2017 @ 3:37pm 
My mistake, it won’t work when you scale it back up.
Also the window will shrink once I load an image.
Gonna play with it some more after my ship is finished. So far I am done with the outline of the ship. Tried opening it in the game as a black blob with transparent background but it did not show up in game, i would have wanted to try making the interior before I continued with the sprite to be shure I could fit all the modules I want.. But I guess I’ll just have to make due with the space I end up with :/
< >
Showing 1-15 of 53 comments
Per page: 1530 50