Author Topic: Art Assets - Modding  (Read 4465 times)

MongooseCalledFred

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Re: Art Assets - Modding
« Reply #15 on: April 07, 2017, 09:29:53 PM »
I eventually tested that custom art on Bucky Rodgers. It only gets used in ground combat, so it isn't quite ready for mass deployment. I also forgot to make sure the white area had full transparency. That's what comes of using MS Paint on a new file instead of going and installing the program I used for Medieval Engineers banner masks. :P
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MongooseCalledFred

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Re: Art Assets - Modding
« Reply #16 on: June 03, 2017, 09:27:28 AM »
Since you didn't change the data in the table, that shouldn't be the problem.

I tried building another .h6module like I suggested, but the game doesn't recognize it in the scenario list. I'm sure this is how mods are going to be implemented when they get full support, but it seems to be hardcoded at the moment. The attachment is what I was hoping would work.
Halcyon 6 is now recognizing the extra .h6module I attached to the above post. It didn't crash when entering the tutorial. (The module doesn't do anything either. I was excited and thought that the game was filling in these helpfully-named text files to the folder structure, and then I remembered that I put those there.   :D)
Celebrate with me! I finally hit Sentinel!