Post by orangemittens on Mar 27, 2015 7:41:05 GMT -5
Hi j, sorry I missed your post. If you tell me which item you're using I can go over that one also to show the details that differ from the item I used for this tutorial. The issue is that EA objects have a great deal of variety so a rule that works for one won't necessarily work on another and you have to figure things out on a case by case basis. This tutorial is meant to get you started doing that and if there isn't enough information here to do that I will add more.
Step 11 is where you figure out if the line you're looking at represents a dirty or burnt state. In the game when items become dirty or burnt they still display your diffuse image. EA places an overlay on top of the diffuse image to add burnt or dirty detailing. So if you skip the diffuse for that line in the game your item will lose it's alpha enablement if it becomes dirty and/or burnt. If this doesn't bother you it means that you can skip any MaterialSetEntry that has a hex number in its stateId line.
If your object has 26 MaterialSetEntries you really do need to change them all unless you want to skip the dirty/burnt lines or if you only want alpha enablement for part of the swatches. That would reduce the amount of work a bit. Another way would be to reduce the number of swatch choices you have in the .package.
There is no other way around this at the moment using Studio. The plan is to automate alpha enablement at some point but right now implementing the add swatch feature takes precedence. Writing code that recognizes all the various possibilities presented by EA's object variety is even more difficult than figuring just one out.
Kitkat I'll post up a minitutorial today that shows how to change a surface item into a floor item and vice versa. That process is a good deal quicker than this one. I found the unknown that governs a while back but the Warehouse is not yet updated giving that unknown a name.