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Questions about modding weapons


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#121 Moreartillery

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Posted 14 January 2020 - 11:10 PM

I removed the melee weapons from the dakkafex which makes it look ok in the OE but results in a pink box ingame. How to I change the mesh without getting a pink box?


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#122 Kekoulis

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Posted 14 January 2020 - 11:19 PM

I removed the melee weapons from the dakkafex which makes it look ok in the OE but results in a pink box ingame. How to I change the mesh without getting a pink box?

Removed animation files as well?


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#123 Moreartillery

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Posted 14 January 2020 - 11:24 PM

 

I removed the melee weapons from the dakkafex which makes it look ok in the OE but results in a pink box ingame. How to I change the mesh without getting a pink box?

Removed animation files as well?

 

Yes.


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#124 Kekoulis

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Posted 14 January 2020 - 11:29 PM

OOF

In OE,go to animations and delete all red fodlers that say ''XREF ERROR!''.

Then save.


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#125 Moreartillery

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Posted 14 January 2020 - 11:42 PM

Ok its no longer a pink box but its still missing the devourers in game. I had hoped that deleting unnecessary meshs would solve the skinbatching issue but that didn't work.


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https://www.moddb.co...nematic-battles


#126 Kekoulis

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Posted 15 January 2020 - 12:23 AM

Ok its no longer a pink box but its still missing the devourers in game. I had hoped that deleting unnecessary meshs would solve the skinbatching issue but that didn't work.

It does not work like that.

You have to detach parts from the main skinned mesh and reskin them accordingly.


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#127 Moreartillery

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Posted 15 January 2020 - 12:58 AM

 

Ok its no longer a pink box but its still missing the devourers in game. I had hoped that deleting unnecessary meshs would solve the skinbatching issue but that didn't work.

It does not work like that.

You have to detach parts from the main skinned mesh and reskin them accordingly.

 

Does that mean I'd have to make new textures? I'm no good at drawing.


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#128 Kekoulis

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Posted 15 January 2020 - 01:11 AM

 

 

Ok its no longer a pink box but its still missing the devourers in game. I had hoped that deleting unnecessary meshs would solve the skinbatching issue but that didn't work.

It does not work like that.

You have to detach parts from the main skinned mesh and reskin them accordingly.

 

Does that mean I'd have to make new textures? I'm no good at drawing.

 

Nope.
Just cut the bigger mesh into smaller ones.
For example.
You have a full body.
Cut it into arms,legs,torso,etc.
And skin accordingly.

Not only it is easier to render but also easier to skin!
The texture map remains as is.Nothing is changed.
You go to editable mesh,select the parts and click detach.


Edited by Kekoulis, 15 January 2020 - 01:12 AM.

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#129 Moreartillery

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Posted 15 January 2020 - 01:49 AM

 

 

 

Ok its no longer a pink box but its still missing the devourers in game. I had hoped that deleting unnecessary meshs would solve the skinbatching issue but that didn't work.

It does not work like that.

You have to detach parts from the main skinned mesh and reskin them accordingly.

 

Does that mean I'd have to make new textures? I'm no good at drawing.

 

Nope.
Just cut the bigger mesh into smaller ones.
For example.
You have a full body.
Cut it into arms,legs,torso,etc.
And skin accordingly.

Not only it is easier to render but also easier to skin!
The texture map remains as is.Nothing is changed.
You go to editable mesh,select the parts and click detach.

 

Its already divided like that, always has been. Every mesh is a single element.


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#130 Kekoulis

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Posted 15 January 2020 - 02:03 AM

 

 

 

 

Ok its no longer a pink box but its still missing the devourers in game. I had hoped that deleting unnecessary meshs would solve the skinbatching issue but that didn't work.

It does not work like that.

You have to detach parts from the main skinned mesh and reskin them accordingly.

 

Does that mean I'd have to make new textures? I'm no good at drawing.

 

Nope.
Just cut the bigger mesh into smaller ones.
For example.
You have a full body.
Cut it into arms,legs,torso,etc.
And skin accordingly.

Not only it is easier to render but also easier to skin!
The texture map remains as is.Nothing is changed.
You go to editable mesh,select the parts and click detach.

 

Its already divided like that, always has been. Every mesh is a single element.

 

More.


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#131 Moreartillery

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Posted 15 January 2020 - 03:30 AM

OE's debug window says the poly count is too high, does that mean its a single mesh that has to many polys or the whole model does? I guess I only have to split the highest poly mesh on the model.


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#132 Kekoulis

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Posted 15 January 2020 - 11:28 AM

OE's debug window says the poly count is too high, does that mean its a single mesh that has to many polys or the whole model does? I guess I only have to split the highest poly mesh on the model.

Exactly that,


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#133 Moreartillery

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Posted 17 February 2020 - 08:45 AM

Where is the code for UA's relic resource? I can't find any file that has it.


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#134 Gambit

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Posted 17 February 2020 - 09:34 AM

That's Taskbar coding ...

You mean the AE part? If yes, then just look into one of the researches that increase it, and see what modifiers are involved.


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#135 Moreartillery

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Posted 25 April 2020 - 04:13 PM

I just learned that steam users are on version v1.3 of dark crusade. Are mods made for 1.2 compatible with the steam version? I thought we had to mod with the cd version because steam uses different file paths.


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#136 Kasrkin84

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Posted 25 April 2020 - 04:56 PM

They'll work fine. The difference with the Steam versions is that they have had the old Gamespy multiplayer stuff ripped out and replaced with Steamworks. They also disabled LAN play as well, which is annoying as hell. No other changes that I'm aware of - nothing that will affect mods anyway.



#137 Moreartillery

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Posted 10 May 2020 - 05:48 PM

I just discovered that the predator_codex model that I edited is missing a bunch of animations in max and OE. And yet those missing animations still work ingame. How is that possible? I'm very confused. Can the game get missing animations from the vanilla predator and use them with the codex model? I can't think of any other way it could happen.


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https://www.moddb.co...nematic-battles


#138 Kekoulis

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Posted 10 May 2020 - 06:00 PM

I just discovered that the predator_codex model that I edited is missing a bunch of animations in max and OE. And yet those missing animations still work ingame. How is that possible? I'm very confused. Can the game get missing animations from the vanilla predator and use them with the codex model? I can't think of any other way it could happen.

XREF from the vanilla model.

Some models do that.

And you can too in OE if you have a vanilla model already converted.


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#139 Moreartillery

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Posted 14 May 2020 - 01:24 AM

I've been using the objective points mod in my mod but I can't figure out why the imperial guard banner is pink on the back side.


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https://www.moddb.co...nematic-battles


#140 Kekoulis

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Posted 14 May 2020 - 07:17 AM

I've been using the objective points mod in my mod but I can't figure out why the imperial guard banner is pink on the back side.

-Which version of the OP mod?

-Have you modified the ig_strategicpointflag texture in any way?


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