#1
Posted 04 May 2015 - 02:49 PM
#2
Posted 04 May 2015 - 11:01 PM
I hope this helps.
Looking at the code of a unit will tell you what animations it uses.
Edited by MattTheLegoman, 04 May 2015 - 11:05 PM.
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#3
Posted 05 May 2015 - 04:47 PM
#4
Posted 06 May 2015 - 04:46 PM
Did you make an asset.dat?
(should be a tutorial on that on the3rdage.net )
#5
Posted 09 May 2015 - 12:06 AM
Edited by Charlie Waffles, 09 May 2015 - 08:46 AM.
#6
Posted 11 May 2015 - 07:33 AM
Yes the tutorial on asset.dat generation should work for rotwk as well
Are you using the -mod command? I hope you are, it makes working with an asset.dat much easier
So you made a new model and you are unable to see it ingame?
Is it using the same name as an existing model? if so, see if giving it a new name helps
I've had odd bugs like this one with models that were named the same...
#7
Posted 14 May 2015 - 01:13 PM
#9
Posted 14 May 2015 - 04:53 PM
Thanks SilverBane! I'll try again
#10
Posted 14 May 2015 - 05:31 PM
If I only wants to replace a 3d model for other created by me and giving the same name of the original... this must be works,right? If I only do this, I wil need to create an asset.dat document??
#11
Posted 15 May 2015 - 01:18 PM
Hi Charlie! It's nice to see someone new who wants to learn about the world of BFME modding.
The first thing you should do really, is get yourself familiarized with the -mod command setup. With BFME2 and RotWK the -mod command is nice and simple. A very basic rundown of the setup is, you create a new folder somewhere on your PC (desktop is a simple place to put it) And in this folder you will put all your mod files. This includes folders such as Art (which contains textures, compiledtextures, and w3d) and data (which has the ini folder and all the files you're likely used to seeing). Also in this main folder you made you will put your custom created asset.dat that will allow custom artwork to be shown in game.
In case nobody has explained it to you, the asset.dat is a compilation of the artwork files into a readable data format that the game uses to detect and render artwork. So any time you make anything custom, even if it has the same name as an existing piece of artwork, it has to be compiled into an asset.dat for the game to display it.
There are a couple article I suggest you read about the -mod command, make sure you read each and understand them. I suggest you try and create a "blank mod" first, with maybe one simple but noticeable change (like starting money) just to see if it is working properly. Also I suggest you read and understand the first article before moving onto the second, or else you might get confused.
Article number 1: Setting up your mod, with the -mod command
Article number 2: -mod Command advice for beginners
Another article you should look at is this one:
Try it first, and see if it works for you. From past experience I've found other methods to be more simple to execute, but more complicated to setup so this is a good place to start.
Be sure to let us know how things go for you!
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#12
Posted 15 May 2015 - 01:37 PM
Hi Kwen, nice to meet you.
Yes, i'm very interested in the mod world concerning the BFME, it's awesome we can modify the game; textures, 3D models, commands... from our PC.
I'm new doing mod and I'm not familiarized with terms or a specific way to do the things. I know how to do the easier; modify and create new textures but I want to do more things. I saw the amazing work from other people and I want to be able to create the same things..
Thanks for your answer, patient and time. I know teach the new people is sometimes boring. Thanks to you and thanks to MattTheLegoman, Ridder Geel and SilverBane who tried to help me. Thanks to all guys.
I really hope tell you soon good news about my progress
Best wishes!
Edited by Charlie Waffles, 15 May 2015 - 06:31 PM.
- -SilverBane- likes this
#13
Posted 16 May 2015 - 11:33 AM
Hi everyone again!
When I try to run Sy's Asset Builder appears the next menssage :S
Component "COMDLG32.OCX" or one of its dependencies not correctly registered: a file is missing or invalid
Any idea? Help please!!
#14
Posted 16 May 2015 - 01:10 PM
- Charlie Waffles likes this
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#15
Posted 18 May 2015 - 12:30 AM
Thanks Kwen! This Tutorial is fantastic. I hope now I can do my changes.
I will tell you soon!
Regards!
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