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Example level improvements #265
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Th3Fanbus
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satisfactorymodding:master
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Th3Fanbus:example-level-improvements
Closed
Example level improvements #265
Th3Fanbus
wants to merge
6
commits into
satisfactorymodding:master
from
Th3Fanbus:example-level-improvements
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The mod supports dedicated servers, so enable these targets by default. Signed-off-by: Angel Pons <[email protected]>
Create a subclass of `UFGMapAreaTexture` which works in the modding environment. The intended usage of `USMLMapAreaTexture` is for mods to create a blueprint child class of it, then set the texture param to a B8G8R8A8 `Texture2D` that uses one color per map area, and the editor will automagically fill in the list of areas and their color from the supplied texture. One should then assign the areas to each region (`mColorToArea` array element). When changing the texture, the code will preserve regions that have a color present in both the old and new textures, and create/delete the other regions accordingly. However, when unsetting the texture, regions will be preserved. This is done so that one can refresh the texture by unsetting and setting it again, given that modifications to the texture do not propagate to the `USMLMapAreaTexture`. Should the supplied texture not be valid (its dimensions need to be square and pixel format needs to be B8G8R8A8), the editor will show a "fail" notification indicating the reason, and the asset will not be changed. Editor undo functionality is not tested. This class will be used in ExampleMod to implement map areas, which should enable using things like the music manager and the proximity subsystem in custom maps. This is done in a follow-up. Signed-off-by: Angel Pons <[email protected]>
Implement map areas in ExampleLevel using the previously-added map area texture helper. Also override the minimap texture using a blueprint SCS hook, as we now have a (rather basic but functional) minimap texture to show instead of the default map. Also, properly configure the minimap capture actor so that the position of things on the minimap accurately reflects the position on the world. This wasn't working properly because the capture actor not was pointing downwards, but sideways. In addition, automatic music is half-working now. Some music plays, but only "intermission" soundtracks. Biome-specific soundtracks do not play at all for some reason. It is very likely to be because custom map area names do not appear in a data table (whose name I don't recall). Signed-off-by: Angel Pons <[email protected]>
This boils down to adding a post-processing volume with the right settings, which were taken from the base game's level. They might not be exactly the same (I may have made a mistake), but at least they make Lumen work. Eye adaptation seems to be working as well. Signed-off-by: Angel Pons <[email protected]>
Consolidate the two materials used for the landscape and the cubes (the starting platform and the ramp) into a single material. Then create two material instances of that material to use in the world. Add an "Emissive Color" parameter to the common material, as it will be used in a follow-up to show Lumen in action. As for the reason why material instances were not used to begin with... This is a mystery I have absolutely no clue about. Signed-off-by: Angel Pons <[email protected]>
To test that Lumen actually works, include a simple emissive lamp. To make it a bit weird, make it toggle its state upon taking any damage. But why? Because why not? Signed-off-by: Angel Pons <[email protected]>
Th3 mentioned wanting to switch to One File Per Actor before this is reviewed on the discord |
I have no intention to get this merged. Ever. |
Superseded by #311 |
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Various things I made to make Example Level more feature complete. See individual commits for details.