#can you show it it s probably your
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here it is when in standard, btw
garddamn it
huh wait no way
that one isn't using a custom shader
what the conversion tool does, is it looks up the materials that use Standard or other built in shaders and maps them to a URP equivalent
i clicked on the standard option a while ago, as you can see the albedo is selected yet the material is displayed as the wretched checkerboard
The converter is not supposed to swap them to InternalErrorShaders, even when no match to convert to is found
it just leaves it as InternalErrorShader if it was already InternalErrorShader
which should only happen with the materials that use a custom BiRP shader
this happened earlier when clicking that option, in between the two times i kicked the shader files out but i'll add them back in and try again, just in case.
yep, same thing
I might've missed a detail here, but I'm a bit confused why the pink checker texture is there
Supposedly Unity doesn't use checker patterns as error textures
could be the version i'm using?
i'm porting it to a game that requires a specific version and shit
it's happened before with character models and stuff
(the checkerboard)
i'm on 2021.3.5f1, it should be completely pink, maybe only for textured Standard materials does it show the checkerboard?
Is it the game's custom editor or something like that?
nah, the one that avrdude just mentioned
or wait, it might be postprocessing?
there's a package or two added but nothing that'd change it to do that
just tools for converting it into a usable mod file
but then no, since postprocessing wouldn't work, i've had some of my renderer features spill out on to material previews
yeah, standard is pink checkerboard, when URP render conversion blah is added it's pure pink
because this one's from a BiRP project which doesn't use scriptablerenderpass
well... it shouldn't since the material is using the Standard shader which the conversion tool supports mapping to a Lit shader
The checkerboard is really bizarre, not just because there shouldn't be one like that, but also because there seems to be nothing wrong with the shader, assuming you hadn't upgraded to URP yet
2021.3. editor and URP are brand new, does the game really support mods made with them?
the game released a few months ago
so basically, i'm trying to port levels from slender the arrival into a vr game called bonelab with built in mod support. it needs this specific version (probably because this is what it was tested with)
Makes sense
All bets are kind of off when dealing with modding environments or with extracted content, though
i extracted the data from the level files with uTinyRipper, and taken the folder it's extracted, plopped it into unity and placed the scene file into the hierarchy. I haven't changed anything in the files or mucked about with it at all
yer, i did see a few people on youtube do stuff the exact way i did with success, so i've got no idea what's going on. probably doesn't help i downloaded unity a week ago
are there any screenshots i can send? anything that can help? I'm absolutely baffled
i've gone and set the chandelier to unlit, any clues?!!
okay, set it to unlit/texture and selected the texture. the texture has transparent parts so it looks like shit, but it's a viewable texture.
It should "just work" as discussed so far, can't think of what else could be wrong
I would try to do the pipeline conversion again starting from the beginning, perhaps with with the oldest unity version that supports URP (or maybe LWRP) in case the original assets are too old to be compatible
2013 was a long time ago
i'll just decapitate myself instead man i'm too 3 dimensionally illiterate for this shit
Upgrading old content rarely works when jumping over a lot of versions, but spacing it out gradually with multiple versions often does the job
A lot of work though
yeaaah
Or recreate the materials manually I guess
if only there was a "fix" button that just magically popped everything into place
would rather die, there are 367 materials and this is one of the smaller maps
thanks for helping though
Modding is complicated because you're dealing with the game's quirks on top of Unity's
Resuscitating ancient content is a challenge by itself due to everything that subtly breaks with each passing year
Being a modder is an added difficulty, considering the modders' stereotypical tendency to just jump into it and skip studying the basics of the tools

hey! ...2014 isn't ancient ๐
yeah man, i honestly have never had any desire to work with 3d, ever. all i wanna do is "play game in other game" but then there's so much stuff i have to learn for something i'll never use again. it's truly a shame
godspeed to every masochist 3d technology enthusiast
These are complex tools for complicated tasks
I wish there was an easy way
3D is only a small part of the big painful picture ๐
And 2D is honestly not much simpler when you get into sorting groups, overdraw optimizations, pixel perfect rendering and lights
yeah i guess so
i'll try to work the scene in a unity version from late 2014
then i'll ...fuck me idk convert it into a single file somehow and then open it in a later unity
i'll cross the rickety rotten broken falling apart bridge when i get there. i hope.
Making games is easier than making mods ๐
possibly
my brain is shutting down
it's 2:34am and i've used all my brainpower trying to work something i have so little grasp on
It's pointless to do cerebral work when tired
yerp
i'm gonna murder my past self (the dev) for making my game so hard to work with
apparently the story writers complained about how hard the 'studio' was to work with too, lol
just had a genius idea, gonna try and see if a much earlier version of the games level works better
For that reason usually modding problems are obtuse and specific to a game (which nobody here is likely to know, and solving them doesn't produce any beneficial knowledge for us, consider also that discussing ripped content is against community conduct so you might be shown the door at some point)
and please do learn Unity's basics if you plan on using it
hmm
dude @ancient hamlet i think i figured it out
script
it may need a script
the terrain is gone which is definitely related to script, at least
i'm going to bed as well so i may figure it out in the morning
Perhaps
Certainly what you need is sleep, though!
when i figured out the script thing, my cortisol kicked in (awake hormone)
lol
but yeah i'm definitely going to sleep. i start work again in a week or two, this cannot be good for me lmfao
if i get it all sorted, want me to tell you?
You can drop another message here if you wish ^^
Hey man! so, i opened a the built in unity pipeline version thing and loaded in a scene. pink and black textures are 100% solved, but the terrain is missing. any idea?
You might be able to get the height and splatmaps out and imported into a new terrain
Not sure though, the terrain is a bit of a closed-off system
ah right. that's something for tomorrow, well at least i got something big sorted out!
im a fool. just found the terrain file, which now i'm just trying to match up with the assets. now the only thing i have to do is figure out how to port it into the universal render pipeline, or just export it as one big ol huge object
URP has its own terrain shader, otherwise there's no difference
nice!
@ancient hamlet Hey! Got it all working almost perfect, only thing left is to make the terrain material tile. Any Idea how off the top of your head? If not, I'll just look it up :)
Iirc the terrain component has the material built in, it just requires you to assign the relevant texture maps
I have the texture n stuff, when assigned it just stretches over the entire terrain. How can i make it tile, instead? sorry if you understood the question perfectly and i just dont understand the answer, lol. I promise, 100 percent this is the final question.
there are no other issues even slightly important enough to be considered, this is it
If your terrain is not using the terrain component but just a mesh, then you'll probably want to make a material and set the "tile" higher so tiles more