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How do I add an asset group for materials using Devmode.

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1,701
Country
australia
I want to use some of my own image textures to replace some stock ground images. I think this is the way to do it.?

Yes I use the Inspector and select Add Asset Group but which 'type' do I then select? Custom?

And what else do I need to do? I assume this creates a 'material' folder in PackageSources and a subfolder Texture (capital T and no s)?

I have seen a tutorial how to create the required folder manually and then edit the xml file in the PackageDefinitions folder but thought using devmode would be easier.

Thanks

John
 
Messages
1,701
Country
australia
I have found another of Mamu's excellent tutorials which explains it all. Thanks again to mamu.
 
Last edited:
Messages
1,145
Country
us-texas
I want to use some of my own image textures to replace some stock ground images. I think this is the way to do it.?

Yes I use the Inspector and select Add Asset Group but which 'type' do I then select? Custom?

And what else do I need to do? I assume this creates a 'material' folder in PackageSources and a subfolder Texture (capital T and no s)?

I have seen a tutorial how to create the required folder manually and then edit the xml file in the PackageDefinitions folder but thought using devmode would be easier.

Thanks

John
Yes you do custom and then MaterialLib under type, within your Scenery project environment. That will create the source pkg structure for the MatLib, then place your textures there. Go to Materials then under file add new.....add your texture then and compile.
Material s/b there next time you load your project (although it is ready for use once you add the texture!)
 
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