Parkitect

Parkitect

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Material Painter
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Mods: Mod
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30.228 MB
Dec 24, 2023 @ 1:10am
Dec 29, 2024 @ 11:20am
41 Change Notes ( view )

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Material Painter

Description
The long awaited mod is here! Transform the materials of most objects into water, lava, and glass, play videos on them, or make them invisible. The game wasn't designed for this. Things MIGHT break (visually). Have fun!

Description:
Bend the fabric of reality to your will.

Material Painter adds a custom tool to your arsenal as an additional tab and window. You can choose a material and then click on an object to transform it into your selection. At this stage, it's more of a proof-of-concept and the beginning of a framework that can be built upon.

Features:
Current Materials:
- Water
- Lava
- Glass
- Invisible
- Videos!?
- ...More Soon?

Updates:
24/12/03
- Updated for new Parkitect Update

24/08/07
- Button adjusted to move aside for new dropper
- Button moves aside for scenario editing button

24/07/06
- Glass can now be recolored.

24/06/09
- NEW! Right click multi-selector that shows objects at all depths below the mouse. Great for those pesky hidden and buried objects!

24/06/08
- Video Paints!
- MP now detects mp4 files in '/Mods/MaterialPainter2/Custom/Videos/*.mp4' as well as corresponding thumbnails saved as a png.
- For example: '/Mods/MaterialPainter2/Custom/Videos/video1.mp4' and '/Mods/MaterialPainter2/Custom/Videos/video1.png'
- (On Windows systems) MP can now use ffmpeg to automatically create thumbnail pngs of mp4s found in the above folder.
- When launching a map, if ffmpeg.exe is not in '/Mods/MaterialPainter2/Tools/ffmpeg.exe', a new window will pop up telling you so and ask if you'd like it to download it for you. If you would like it to, it will download a binary from ' https://github.com/BtbN/FFmpeg-Builds ' and place it in that folder. From then on, when loading maps, it will automatically create thumbnails of videos that don't have one, in the background. You may also provide your own.
- If you choose for it not to download for you, it will create a file at '/Mods/MaterialPainter2/_ignore_ffmpeg' so it knows not to ask again. You may delete this file to allow it to ask you again later.
- If ffmpeg is not available and you don't provide thumbnails, the video functionality should still work, but thumbnails won't be pretty.
- UI Scrolling is not yet implemented, so if you have more than 18 videos in the folder, they'll probably spill off the window.
- Videos are not packed into the save file (yet?), but if a player loads a map without a save file, it will just display a missing video video in its place and retain the knowledge of what the video once was. If the video is then separately distributed and placed in the same relative folder, it will load in.
- Maybe more that I forgot. This was a long one.
- Also fixed can't build when game paused.


24/05/15
- Made water paints nicely recolorable via the regular color painter
- Fixed some stuff, made default water color nicer
- It makes a little splat sound when you paint things (very important)
- BREAKING CHANGE! Moved video files from "MaterialPainter2\Custom" to "MaterialPainter2\Custom\Videos"

24/05/14
- Better reliability with saving and loading bits and pieces of objects (like sub-objects)
- Automatically finds and converts spells from certain legacy material painting mods to Material Painter paints. (No more hyper-glowing objects in old maps if you don't have that eldritch mod installed!!)

24/04/07
- I wrote a whole custom ui framework designed like the native Parkitect one.
- - It includes tabs, buttons, auto-grids, checkboxes, tooltips, and a few other tricks. Might make it even more flexible for other modders soon. It also adjusts to screen dpi and scaling settings automatically.
- Solved a bunch of placement and drawing problems that people had on varying screen setups.

24/04/01
- Save packing! Material Paints should save into the main save files, and therefore should be able to be uploaded to the steam workshop and shared. Custom videos and pictures tbd.

24/03/31
- Drag Select Toggle
- Target Supports Toggle (Doesn't work on all supports, at least not yet. It's based on how the Parkitect devs categorized the objects and some aren't explicitly labelled as supports.)

24/03/25
- Now it deals with the documents/parkitect folders whether local or steam workshop, and it should copy in example files on startup. Target files should be C:/Users/UserName/Documents/Parkitect/Mods/MaterialPainter2/Custom/*. (Or the equivalent of other platforms.)

24/03/24
- Added new VIDEO FILE paints that load any compatible video from one of three slots on your PC (more slots/choosing functionality later)
- Made paints reload a short time after the savegame is loaded to be more sure that everything is ready to receive
- Fixed lots of weirdness that could happen while going from one special paint to another
- Some optimization and refactoring to make everything more flexible

24/03/21
- Invisible painted objects now appear as ghosts when the Material Painter window is open.
- Some fixes.
- Some optimizations (suggested by Tristar*).

24/01/02
- I hugely updated the object selection code so now you can super precisely click almost anything in the game.

23/12/27
- Double load thing has been fixed, now works naturally on first load!

23/12/24
- Today's update now allows saving and loading of the materials on objects! ...But there is a light caveat at the moment. Basically the post-load re-materializer only works once the mod is loaded, and the mod is only loaded once a map is loaded, so you just have to load a map twice for the materials to apply. Basically Sandbox > Load > Gear Top Left > Load same thing, and voila. Not perfect, but functional! Enjoy!

23/12/24
- Initial Release!


Future Features I'd Like to See:
This mod is technically only several days into development. There's a lot more I'd like to add or see added.

- More materials would be cool
- Perhaps a list of all objects that you can scroll through and modify
- Multiplayer support?
- Figuring out how to make the bottom bar image longer so it can be with its friends

Collaboration and Efforts:

This mod is fully open source on my GitHub ( https://github.com/Chrscool8/MaterialPainter ) and I welcome and await all pull-requests or drawn inspiration. I think it's important that we, as a community, own these things and they aren't held by only one person who might yank it away on a whim. Additionally, I want to thank the community for their long-time support and teamwork. I rewrote this mod from scratch over the last few days (edit: now months) and having Transform Anarchy as an example of how to dive back in and use C# made it a much better on-boarding experience. Plus, I tried to structure this in a similar way to that project for familiarity's sake. I can't thank every individual, but shout-outs to you if you're in the Discord and you're cool.

You Need Support?
Want to report a problem or make a suggestion? You can reach me via Steam or Discord in either the official Parkitect server or personally @chrisbradel.

You Want to Support Me?
Well, gee, thanks! These projects take a LOT of time and effort, but I don't ask for any monetary compensation for any of my work, and I never plan to. That said, if you're feeling generous, and you wanna toss me whatever you feel is reasonable, you can visit my KoFi page at https://ko-fi.com/chrisbradel so that I can afford to spend more time on fun projects like these.




(P.S., Thank you for reading and sorry for the terrible screenshots lol it was a rush job.)
14 Comments
Thorough Bryce Mar 20 @ 1:57pm 
I'm also having the same issue as Otterking, the mod isn't showing up in Parkitect's mods list. The files for the mod were downloaded to the right Workshop folder, but the mod just isn't being recognized by Parkitect for some reason, even after verifying my game files
Otterking07 Jan 7 @ 4:14pm 
Still don't work for me
ChrisBradel  [author] Jan 7 @ 3:09pm 
@Otterking07, Hmm, try deleting the folder at Documents/Parkitect/Mods/MaterialPainter/ and un/resubscribing.
Otterking07 Jan 7 @ 9:35am 
Hey For some reason The game dose not see the mod as installed
ChrisBradel  [author] Aug 7, 2024 @ 2:33pm 
Thanks! I'll look into it!
No Hand → No Fap Aug 5, 2024 @ 4:35am 
Hey, crazy useful mod!
Just noticed, I like to use this mod to make the fences of entrances/exits invisible, since the game doesnt replace those when placing custom fences. One of the fences at the exit seems to either not save its invisible state or fail to load that state unpon reloading the save. This bug happens at every attraction exit i tried this at.

To replicate:
-Build any ride
-Use material painter to apply the invisible material to all the fences of the ride exit
-save and reload
-one of the fences is back

If you need any logs, feel free to lmk
ChrisBradel  [author] May 14, 2024 @ 11:17pm 
Psych lol, just made the change from "MaterialPainter2\Custom" to "MaterialPainter2\Custom\Videos".
ChrisBradel  [author] May 14, 2024 @ 8:07pm 
@sig.exe, check out "C:\Users\[username]\Documents\Parkitect\Mods\MaterialPainter2\Custom\"! Or the equivalent for your platform. This will be changing soon, but that's it right now!
sig.exe May 11, 2024 @ 10:46am 
How do i use custom videos?
TD3000 Apr 24, 2024 @ 6:57am 
Looove this. I like removing the Ride Op box from the entrance, is it possible to make it so you can also make the base games ride op man invisible / textured, please?? I've always disliked the ride op box and operator.