Hey everybody, I'm writing once again because I'm having always trouble making the skins, portraits etc viewable. My problem is the asset.dat. I can't make it work for the RotWK. I've asked Ridder Bart (and thank him for it), but he gave me an answer concerning the bfme2, and I think that the problem is in the expansion. Can anybody help me?
Asset.dat for rotwk
Started by
Antis666
, Apr 06 2009 06:15 PM
7 replies to this topic
#1
Posted 06 April 2009 - 06:15 PM
#2
Posted 06 April 2009 - 06:19 PM
Sorry I meant Ridder Geel.
#3
Posted 06 April 2009 - 06:42 PM
are you using the asset builder program to Create the New Asset file? the program have a "eye of sauron" icon?
#4 Guest_Guest_Antis666_*_*
Posted 13 April 2009 - 03:34 PM
i've used both programs
#5
Posted 13 April 2009 - 04:05 PM
ok, so first make a folder on your desktop called art
then in it make a folder called w3d in the w3d folder make a folder named by the first 2 letters of your model
for textures
in the art folder make a folder called compiledtextures in the compiledtextures make a folder named by the first 2 letters of your skin/texture, as for which extension the files need to be... i dont know
for models it's .w3d
for texture i just put dds AND tga...
after you put your stuff in the art...
drag the art from your desktop to your asset builder
then check the create asset.dat from files in list only
and save it somewhere...
it must be called asset.dat because else it wont work...
even capital letters musn't be used...
then import the asset.dat into your .big file
i like to name the asset.dat file data\asset.dat... in the .big file ofc
as for portraits for some reason they wont work for me :(
then in it make a folder called w3d in the w3d folder make a folder named by the first 2 letters of your model
for textures
in the art folder make a folder called compiledtextures in the compiledtextures make a folder named by the first 2 letters of your skin/texture, as for which extension the files need to be... i dont know
for models it's .w3d
for texture i just put dds AND tga...
after you put your stuff in the art...
drag the art from your desktop to your asset builder
then check the create asset.dat from files in list only
and save it somewhere...
it must be called asset.dat because else it wont work...
even capital letters musn't be used...
then import the asset.dat into your .big file
i like to name the asset.dat file data\asset.dat... in the .big file ofc
as for portraits for some reason they wont work for me :(
#6
Posted 13 April 2009 - 04:52 PM
Portraits require Mapping But thats another story This is not really what he needs to know, but i will tell you how
\data\ini\mappedimages\handcreated\handcreatedmappedimages.ini
In there you need to make things like this: (The Template to base your buttons and such on)
\data\ini\mappedimages\handcreated\handcreatedmappedimages.ini
In there you need to make things like this: (The Template to base your buttons and such on)
O--------O--O | |B1| | O--O | M1 |B2| | O--O | |B3| O--O--O--O--O |B7|B6|B5|B4| O--O--O--O--O MappedImage;M1 Texture = Image Name TextureWidth = 256 TextureHeight = 256 Coords = Left:0 Top:0 Right:192 Bottom:192 Status = NONE End MappedImage;B1 Texture = Image Name TextureWidth = 256 TextureHeight = 256 Coords = Left:192 Top:0 Right:256 Bottom:64 Status = NONE End MappedImage;B2 Texture = Image Name TextureWidth = 256 TextureHeight = 256 Coords = Left:192 Top:64 Right:256 Bottom:128 Status = NONE End MappedImage;B3 Texture = Image Name TextureWidth = 256 TextureHeight = 256 Coords = Left:192 Top:128 Right:256 Bottom:192 Status = NONE End MappedImage;B4 Texture = Image Name TextureWidth = 256 TextureHeight = 256 Coords = Left:192 Top:192 Right:256 Bottom:256 Status = NONE End MappedImage;B5 Texture = Image Name TextureWidth = 256 TextureHeight = 256 Coords = Left:128 Top:192 Right:192 Bottom:256 Status = NONE End MappedImage;B6 Texture = Image Name TextureWidth = 256 TextureHeight = 256 Coords = Left:64 Top:192 Right:128 Bottom:256 Status = NONE End MappedImage;B7 Texture = Image Name TextureWidth = 256 TextureHeight = 256 Coords = Left:0 Top:192 Right:64 Bottom:256 Status = NONE End
Edited by Ridder Geel, 13 April 2009 - 04:53 PM.
Ridder Geel
#7
Posted 16 April 2009 - 02:12 PM
what the hell is that???
#8
Posted 16 April 2009 - 02:16 PM
Thats what the portrait codes look like Because the guy who answered your question or whatever asked how to make the portraits work
Ridder Geel
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