Jump to content

artifex

Members
  • Content Count

    7
  • Joined

  • Last visited

Community Reputation

8 Neutral

About artifex

  • Rank
    (1) Prestidigitator
  1. I wasn't completely happy with how the spiritshift forms looked, so I made some new textures. Here's how they look. The goal was to make them look a bit more like natural animals, and downplay the "evil monster" look of the originals. You can download the mods at: http://www.nexusmods.com/pillarsofeternity/mods/34/? and http://www.nexusmods.com/pillarsofeternity/mods/35/? I'm a bit worried that the mods will stop working when the next patch is released, since the other spiritshift mods broke after the last patch. Hopefully, Obsidian can prevent that next time.
  2. You can import a texture into Unity normally, then select a material from the asset bundle and reassign the map. The trouble I'm having is the same one Zekzt was previously struggling with- the model's animations break. Also, the particle effect materials seem to want to reference textures that aren't stored in the assetbundle, and I'm not sure how to set those. edit: Also, you can use a program called Disunity to extract textures from the assetbundles you want to modify.
  3. Are you using Unity Pro 4.6? Unfortunately, Unity 5 exports assetbundles in a way that PoE can't parse, so this editor is only designed to work with 4.6. Yeah Unity Pro 4.6, the version recommended by the asset editor download page. Are you getting any error messages in the console?
  4. Are you using Unity Pro 4.6? Unfortunately, Unity 5 exports assetbundles in a way that PoE can't parse, so this editor is only designed to work with 4.6.
  5. If you have time, would you mind doing a quick write up of what you did to get the mod to work?
  6. The scripts run in Unity 5 with a small tweak (replacing "LoadAll()" in the editor script with "LoadAllAssets()"), but unfortunately, PoE doesn't seem to be able to parse the assetbundles exported from Unity 5. Bester suggested getting a 30-day trial of Unity 4 Pro, but as far as I can tell, that's not actually possible anymore, and the scripts won't export without the Pro license. Short of piracy, I don't think anyone who doesn't own a Unity Pro license is going to be able to use this tool.
  7. So, I've been trying to work out how to create a graphics mod for PoE- I can extract textures from the .assets and .unity3d archives using Disunity and Unity Assets Explorer, and I can extract .obj files without any skinning info from the .unity3d archives using Disunity. I can also replace textures stored int the .assets archives with UAE, though that's obviously not ideal for modding. There is, however, an "Override" folder inside the "assetbundles" folder, which I assume is there for patches and mods, but extracting textures, modifying them, and putting them there doesn't seem to do a
×
×
  • Create New...