Basically yes. You need to define art assets in the hardpointdef file that matches the relevant hardpoints in the chassisdef file which would then use information in the Mechdef files to properly render the mech. In Beta, IIRC, not having an art asset would results in errors and damage not being assigned, but there is talk that this may be resolved. So if you are not picky about art, then a stick mech is entirely possible.2 questions for the Mod-Savants
1 - When my Dragon DRG-1G loads into the Mech Lab it tosses up an error in the debug screen:
WARNING GetComponentPrefabName failed to find a prefab name for unit dragon and component Weapon_Laser_MediumLaser_0-STOCK, ideal match name was: chrPrfWeap_dragon_righttorso_laser_eh, falling back to default item
My assumption is that this is due to there not being a laser asset defined for the RT (much less ANY weapon assets defined for the RT) in the Dragon asset bundle. Yes?
If that is the case, is it doable to mod the LT Laser assets over to the RT? If so, any of you interested in doing so? As I think that may be beyond my meager skills![]()
It is not possible to mod the LT energy asset over to the RT with JSON alone, as the art asset for that is defined by a common axis running along the CT; simply defining the RT option with LT asset will result in overlapping assets. It is possible to take apart the art asset and insert a new RT laser, but that’s beyond my skill set. So I cheat, and crib a laser from a hunchback.