@marcox43 C:\Users[Your User Name]\AppData\LocalLow\Jundroo\SimplePlanes\Subassemblies
From the modding wiki, the AppData folder is hidden by default so you may have to change file explorer settings to show hidden files
Use alpha to hide elements you don't want to use
<alpha=#{TargetSelected ? "FF" : "00"}>
.
Add leading zero
{TargetDistance/1852 < 9.95 ? "0" : ""}
.
Writes the target distance with 1 d.p.
{TargetDistance/1852 ;F1}
.
Good practice to close style tags when you're done with them
</alpha>
.
Text after ; is for format specifiers, there should only be one letter and 1-2 digits
@11qazxc I tried that and the behavior of the text alignment becomes offset.
In the following code, 1 and 4 are just to the right of the vertical center line 123<pos=0em><voffset=-1em>45
You can use it to:
- Use the same FT many times while only having to write it once. Good since most machines have more than one of the same part
- Perform complex, multi-step calculations
- Parts with data outputs can be used for feedback or an alternative to timing
@XiaoPiao141 maybe:
Image pixels: 400+ million (you won't hit it)
String size (affects file size): 1 billion characters (probably won't hit it either)
Labels: idk, but komi loads for me
.
Posterize or dithering should be high enough to look good but not too high to have gradients or sonething
@XiaoPiao141 it works for me, try re-downloading the program
also that pic is way too big to use on a plane, at 565 KB
and you should use the dithering mode that doesn't generate patterns (just updated the quick guide to say this)
@LarryTad the stackoverflow answer i linked literally says it...
You can download the Jundroo folder from the mod repo using this method. Copy it into your mod folder
@LarryTad if you have SP on PC, you can find it in the game folder (the one where the EXE is in)
On steam it's .../Steam/steamapps/common/SimplePlanes
or you can download the /Assets/Jundroo/ModTools folder from my source code
@DieLoaf test
- Reference image 1
- Select the decal part with free select tool, delete everything else, and unselect. Try to keep the selection sides in line with the aircraft lines, which will help in the next step
- Use handle transform tool, select each corner of the remaining image contents. Transform until it looks right, the result should be a rectangle. I did this by eye, using a side view blueprint of the cub on internet for reference
- Crop to contents and further resize image to what it is now
- I used posterize to 16 colors
Note:
- I expected distortions that can cause the decal to flatten towards the right, but didn't see them, so I didn't account for them
@XiaoPiao141 the image is still produced correctly regardless of the output messages, move the xml from the desktop into the game and see
The line count message is just an easy way to show that the code is running and not frozen
@XiaoPiao141
- Intel i7-9750H at 2.60GHz
- 16 GB RAM
- GTX 1650
- in laptop package so it makes jet engine sounds every time
.
Don't open the label settings page, only use Overload to change label settings. But I understand it's easy to open the settings accidentally
I also haven't used image labels in any builds yet, but I've downloaded planes that have a few
@SnoWFLakE0s autosaves can't have timestamps because it's still on the in-game editor.xml function
backups have them in the file name, but using a numbers-only format
@WolfHunter9111 it loaded perfectly for me
You can't change the size of the label (Label.width and Label.height) after it is generated. Use font size or scale tool to change label size. Use an image editor to remove empty edges.
@vonhubert if your aircraft is damaged, enters water, or "structure is changed", the mission can immediately fail
Your aircraft may have loose parts (not attached to the aircraft) or parts that detach on spawn. Try to spawn with default aircraft (e.g. bush plane)
If the aircraft has none of those issues, check the dev console for errors
@factorization20 reference
Set color mode to linear so what you see in unity is what you get in SP
.
For EasyRoads, I found that you must store road models in assets folder. It's the terrain tab in the road network component.
- Before building the mod, go and click the button.
- Be careful if you delete roads because the model won't be deleted from the assets folder or the mod saved assets. You can clean up the mod saved assets by resetting the mod builder.
@marcox43 C:\Users[Your User Name]\AppData\LocalLow\Jundroo\SimplePlanes\Subassemblies
+2From the modding wiki, the AppData folder is hidden by default so you may have to change file explorer settings to show hidden files
@MOPCKOEDNISHE 100 files at a time, so splitting a mod into 2 or more upload cycles works
you can upload source code on github, infinite space
Use alpha to hide elements you don't want to use
<alpha=#{TargetSelected ? "FF" : "00"}>
.
Add leading zero
{TargetDistance/1852 < 9.95 ? "0" : ""}
.
Writes the target distance with 1 d.p.
{TargetDistance/1852 ;F1}
.
Good practice to close style tags when you're done with them
</alpha>
.
Text after
;
is for format specifiers, there should only be one letter and 1-2 digits@TRD6932 i prefer to hide references in plain sight
+3@bonng this one maybe
It simultaneously lets you abide by and break every rule of physics
+7@bonng that's the default bomber that appears in bomber escort
The file name is something like
__bomber__.xml
, remove underscores to unhide it4:50
it is harder than it looks
@11qazxc I tried that and the behavior of the text alignment becomes offset.
In the following code, 1 and 4 are just to the right of the vertical center line
123<pos=0em><voffset=-1em>45
@11qazxc @XiaoPiao141 https://www.simpleplanes.com/a/izFNR2/KomiShouko_Anime-png-565-KB
You can use it to:
- Use the same FT many times while only having to write it once. Good since most machines have more than one of the same part
- Perform complex, multi-step calculations
- Parts with data outputs can be used for feedback or an alternative to timing
@AndrewGarrison it should be fine, but if you're worried, you can use the spare in your head!
+1@XiaoPiao141 here
@XiaoPiao141 maybe:
Image pixels: 400+ million (you won't hit it)
String size (affects file size): 1 billion characters (probably won't hit it either)
Labels: idk, but komi loads for me
.
Posterize or dithering should be high enough to look good but not too high to have gradients or sonething
@VenusLancer i don't know why so many people are getting this problem, it always works for me
@XiaoPiao141 it works for me, try re-downloading the program
also that pic is way too big to use on a plane, at 565 KB
and you should use the dithering mode that doesn't generate patterns (just updated the quick guide to say this)
@poenix unfortunately that's not possible, you have to reduce colors yourself
@LarryTad the stackoverflow answer i linked literally says it...
+1You can download the Jundroo folder from the mod repo using this method. Copy it into your mod folder
@LarryTad i also noticed there's no direct way on github, but this seems good
@LarryTad if you have SP on PC, you can find it in the game folder (the one where the EXE is in)
On steam it's .../Steam/steamapps/common/SimplePlanes
or you can download the /Assets/Jundroo/ModTools folder from my source code
@LarryTad what kind of mods are you making and what issues do you face? reddit guide (very old)
Preparation:
For map mods:
@Micmekox not yet, gründer industries hire me pls
+2@XiaoPiao141 idk what's happening, link a screenshot or exported aircraft
@MrShenanigansSP I made the front and rear sketches on paper, then noticed that I can't use them without accidentally making a Morgan
+1@DieLoaf test
- Reference image 1
- Select the decal part with free select tool, delete everything else, and unselect. Try to keep the selection sides in line with the aircraft lines, which will help in the next step
- Use handle transform tool, select each corner of the remaining image contents. Transform until it looks right, the result should be a rectangle. I did this by eye, using a side view blueprint of the cub on internet for reference
- Crop to contents and further resize image to what it is now
- I used posterize to 16 colors
Note:
- I expected distortions that can cause the decal to flatten towards the right, but didn't see them, so I didn't account for them
@XiaoPiao141 the image is still produced correctly regardless of the output messages, move the xml from the desktop into the game and see
The line count message is just an easy way to show that the code is running and not frozen
@XiaoPiao141
- Intel i7-9750H at 2.60GHz
- 16 GB RAM
- GTX 1650
- in laptop package so it makes jet engine sounds every time
.
Don't open the label settings page, only use Overload to change label settings. But I understand it's easy to open the settings accidentally
I also haven't used image labels in any builds yet, but I've downloaded planes that have a few
Could be because memory functions like smooth() aren't evaluated if the ternary function doesn't reach it
Maybe try using smooth() in a variable
Make your own images (or edit them from photos) and convert it to a label yourself
Reference 1 image 9
Reference 2 image 4
Nice watermelon
@SnoWFLakE0s autosaves can't have timestamps because it's still on the in-game editor.xml function
backups have them in the file name, but using a numbers-only format
@WolfHunter9111 it loaded perfectly for me
You can't change the size of the label (
Label.width
andLabel.height
) after it is generated. Use font size or scale tool to change label size. Use an image editor to remove empty edges.@WolfHunter9111 your image path seems to be half combined with another path, C:\Users... appeared twice
@Stinkypinky looks like BMP, GIF, PNG, JPEG, TIFF ( info )
It also worked with a random ICO file I have lying around
@Upv0te it's joke, because andrew is the most powerful being
+4@Stinkypinky drag the image from the file explorer to the command window
@Upv0te ok, I changed the guide at the top to link to the releases page, so hopefully more people can find it
This is too much power for any mortal to wield, maybe i should seal this black magic away once and for all
+5@xNotDumb there is 1.12
@Upv0te ikr (isn't the release version executable)
@xNotDumb it will, but why are you still on 1.11
Also, if the cannon is non-explosive, it often harmlessly bounces off enemy aircraft
If disableAircraftCollisions="true", cannons won't hit other aircraft. Set it on the parts around and in front of the cannons on your plane
+2@vonhubert if your aircraft is damaged, enters water, or "structure is changed", the mission can immediately fail
Your aircraft may have loose parts (not attached to the aircraft) or parts that detach on spawn. Try to spawn with default aircraft (e.g. bush plane)
If the aircraft has none of those issues, check the dev console for errors
@Skykid028 please don't lol
@Skykid028 here
@factorization20 reference
Set color mode to linear so what you see in unity is what you get in SP
.
For EasyRoads, I found that you must store road models in assets folder. It's the terrain tab in the road network component.
- Before building the mod, go and click the button.
- Be careful if you delete roads because the model won't be deleted from the assets folder or the mod saved assets. You can clean up the mod saved assets by resetting the mod builder.