Post by BrazenLotus on Jan 4, 2018 13:22:10 GMT -5
I'm working on some counter combinations and noticed that when you make a new swatch it makes new textures even though what I really need is to just reference on of the textures already in the package just like EA does. So here's what I was thinking, and I don't know if it's plausible but I'm going to throw it out there anyway.
So say I make a new swatch, switch to warehouse view, then copy the instance number from the texture already in the package I want to reference and paste it over the instance number of the new texture that was just created with the add swatch button. If at this point there was a way to hit save or something and S4S could force that number I just pasted to replace the original instance number in all of the appropriate model resources, then it could properly reference the texture already in the package and then I could just delete the texture the new swatch button created.
I hope that makes sense. Again, I don't know if this is feasible but I think if we could do something similar it would make it much easier for anyone who wanted to re-use textures and effectively save space in game. Right now having to go in and change the references in the model resources is pretty much impossible with some meshes because of the numerous textures, especially in objects like counters.
I would love the option to be available to toggle whether a SP/GP/EP item displays the pack icon during the cloning process, or in the menu section. I generally like to keep the pack icon on edits/recolours etc, and it becomes quite tedious having to go through and untick the hide icon box in each object catalogue resource.
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