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:)
missed that mod and gives the galaxy a total unique flavour
@Everyone else - sorry for the delay, but as CV said, reality.. and work. I will do my best to get the update soon. The mod is still under development but i need to squash some bugs still and with Stellaris getting updates to the core game on a faster pace than before and the other mods too, it's hectic. To this end, sadly i must employ the Duken Nukem "When it's done" deadline style for all my mods . Thank you for your understanding.
Please be patient and be grateful that he continues to update this mod at all, especially given many mods that he supports here are still in flux.
pdxmesh = {
name = "reptilian_01_transport_mesh"
file = "gfx/models/ships/reptilian_01/reptilian_01_transport.mesh"
scale = 1.0
# meshsettings = {
# shader = "PdxMeshShip"
# }
meshsettings = {
texture_diffuse = "reptilian_01_transport_diffuse.dds"
texture_normal = "reptilian_01_transport_normal.dds"
texture_specular = "reptilian_01_transport_specular.dds"
}
}
I've always saved changes with generated maps, while currently using animation gtx and other non diffuse files basing on Crusader Vanguard's Dark Reptilian ship sets (didn't do me any good).
If I dropped the spcular txtrs from your mod, would it fix things? they're still pre 1.5, right?
Which line or file corresponds to turning that feature off for ships? Would you kindly look at my files should I post the mod or can you at least point me to a reliable tutorial working with 1.5?
I'm not called Imbecilium for nothing, after all!
Keep up the good work, Antharis - Looking forward to see what you can put out in the future!