Best Answer Kwen, 24 February 2014 - 03:31 AM
Did you create a new asset.dat for your mod?
Go to the full postBest Answer Kwen, 24 February 2014 - 03:31 AM
Did you create a new asset.dat for your mod?
Go to the full postPosted 23 February 2014 - 11:40 PM
Hello everyone...I've got a problem...
I created a new hero, but the portrait image is empty in the game, instead of showing my brand new mappedimage, and the palantir is filled with pink.
I saved the portrait image in dds format and put it in the "art\compiledtextures\he\" folder.
Is there something I forgot?
Posted 24 February 2014 - 03:31 AM Best Answer
Did you create a new asset.dat for your mod?
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"Old modders never die, they just fade away" ~ Hostile
Posted 24 February 2014 - 09:30 AM
It gives me some errors when I run assetcachebuilder...the final asset.dat is quite smaller than before, like assetcachebuilder couldn't compress some files
Posted 24 February 2014 - 04:26 PM
What error do you see? The asset.dat you get from assetcachebuilder will always be very small compared to the original one, unless you included ALL vanilla assets also.
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
Posted 24 February 2014 - 11:17 PM
Problem solved!
I noticed that there were automatically generated hidden folders that drove my assetcachebuilder mad.
Though it gives errors anyway, I can finally see the proper portrait.
Many thanks! Great community!
Posted 24 February 2014 - 11:24 PM
Good to hear that. Still, you might want to look into the errors it keeps giving.
No fuel left for the pilgrims
Posted 24 February 2014 - 11:33 PM
These are the 3 errors logged in asseterrors.log:
Internal container is named MUEASTSWD_SKN; Could not get info for art\w3d\iu\iueastswd_skn.w3d Internal box is named RUDWRFHLBD_SKN.BOUNDINGBOX; Could not get info for art\w3d\rr\rrudwrfhlbd_skn.w3d Internal box is named RUDWRFHMR_SKN.BOUNDINGBOX; Could not get info for art\w3d\rr\rrudwrfhmr_skn.w3d
I've got just 1 week experience in editing bfme2 skeletons, so I really don't think I'll soon find a solution for thhese errors...
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