I want to do some modding. But I need ideas, so if you have an idea, but don’t have Qubicle or don’t feel like making it, I will add it to a list and make the mod. Kinda like a modder for hire, except for free. That would be really awesome! So, please give me your ideas. For know, I will only be able to do things like editing people, and models, not so much adding new features. But once they have released there full mod API i will learn how to use it. Thanks.
I will add that to #1 of list. So like everything kinda haunted and creepy? That can happen. I am picturing ghost villagers… Now to find how to make Qubicle support transparency. I like the sound of that.
With a little json and a bit of lua. Following this tutorial, I took the basics and added a component to the human mixin (if you want to affect all humans you have to do that) which changed the render material.
I tried with other materials, but this one was the less disturbing (although it’s the same transparency as when moving objects/furniture).
That actually looks pretty good! If you could add a bleu-ish colour to it, would that help? And maybe make it so… if your villagers die (bij starvation in latest patch for an example) they come back as a ghost haha
But indeed, anything related to spooky things (I <3 Ghosts)
Unless you plan on overriding the whole Stonehearth rendering system (i.e. mods/stonehearth/data/horde), I don’t think that’s possible right now. That means, it’s not possible in any modular, feasible kind of way.
I don’t know anything about modding but maybe he could make Quibble models with a bit blue-ish look and then just make them transparent :)…
is that a possibility?
I think the shader merely makes them transparent and maybe a bit less saturated - but in theory, yes. If the model was blue to begin with, the ghost_item’d one would be blue, too.
.obj cannot be converted to .qb that easily. There are ways to do it, though.
Minddesk offers a Voxelizer which does pretty much that. It’s a separate purchase, however.
The way I did it was to use binvox, then write a converter from .binvox to .qb (basically, teaching Panicle .binvox). I’m afraid I don’t think I can release that Panicle version, however. It’s also lacking colors.
All in all, such a conversion is not really possible - you can imagine it the same way as trying to build a real object in Minecraft. You need to convert curves and all that to blocks somehow.
I mean, in theory, if you just used cubes in blender, then it would be somewhat possible to write a .blend-to-.qb converter assuming all cubes have the same size and are aligned properly (i.e. the blocks on the X-axis are at 0, 1, 2, 3 or 0, 0.5, 1 - evenly distributed). That would be really painful though.
It’s a very different world after all. qb-to-obj is possible because it’s a step up, precision-wise, the opposite isn’t.