Trying to port in a custom ship for a mod i'm putting together.
However, using whatever/myprefab.prefab automatically is looking for this inside goodiebox, which is the main asset bundle for vanilla game ships..
Instead, I have made my own assetbundle "swfa_main" and put my prefab in there, but I don't see a way to access it when changing the fleetships XML to use my visuals.
Could you folks please let me know how to specify that I am pulling prefabs from my swfa_main bundle instead of goodiebox?
*Edit: setting visuals_bundle="swfa_main" on the entity makes it work correctly.
Can I suggest in your model import tutorials you mention this? It seems the tutorials are designed to assume badger or whoever is importing vanilla ships.
*Editedit: Since I am porting from max, i'm having the same problem Chris had in his speedrun where the model wasn't pointing the right direction.. I don't have ooti mesh whatever plugin though so it would be nice if an alternative to this could be provided to fix the model's orientation.
**Answer to editedit: Use "resetXform" and pivot to origin, then set your rotation correctly following the X axis (
https://forums.autodesk.com/t5/3ds-max-forum/fbx-export-rotation-issue/td-p/7137491)
**Final edit: Just wanted to compliment the AI war 2 team and how well you folks have put together your system for modding. It's unbelievable how easy it is to get ships in the game, as well as modifying the base game code via C#. SO much easier and more powerful than what Stellars, SOASE, etc... have -- the ability for modders to do amazing stuff with the game you are building is pretty mind blowing.