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#1 The Witch-King of Angmar

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Posted 08 June 2005 - 10:00 PM

ok...so again i need help bc my models wont show in the game. i could have gone wrong in the export settings, naming the file, asset.dat, or the ini. i highly doubt its the ecport or the asset.dat but i have no way to tell.
Q1: do i have to name the file with _skn after it or does the game automatically put it at the end? and can i have a refreence in the ini as: randommmymodel and the name of the model be randommymodel. do i have to put _skn?
Q2: when i view the asset.dat file it says that the file i dragged into then saved on the asset file is a string entry. is this right?
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Q3: i used boromirs ini file for my new hero and all it referneces to is:
DefaultModelConditionState
Model: VapGILgalad
and there is no place fo rthe skeleton. do i add this in after that?
Skeleton: RUElfwar_skl
Q4: if i save the model as randommodel do i put in the ini Randommodel? do caps matter and do i change the capitalization in the ini file?
alot of questions but pleas answer

Edited by The Witch-King of Angmar, 11 June 2005 - 02:39 PM.


#2 The Witch-King of Angmar

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Posted 08 June 2005 - 10:53 PM

10 views but no answers? does anyone know the answers to my quiestons?

#3 Kelso

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Posted 08 June 2005 - 10:54 PM

Not declaring a skeleton would not cause your model to fail to appear. Although you should delcare it. Build the asset.dat file using EA's AssetCacheBuilder as it will tell you if there were any errors while creating it. Whatever the filename is, use that in the code, just to be safe. So if the .w3d filename is "awesome.w3d" then you should use Model = awesome in the code. _skn is not necessary as its just a filename, but it's nice to do it to keep it straight when its in a list next to other models.
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#4 Hostile

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Posted 08 June 2005 - 11:01 PM

10 views but no answers? does anyone know the answers to my quiestons?

<{POST_SNAPBACK}>

You have to remember that many people are part of this forum and may look at it but not BFME cause they mod other games. So dont think that just cause 10 people may have looked that 10 who mod BFME looked at it. :cool:

#5 The Witch-King of Angmar

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Posted 08 June 2005 - 11:08 PM

ok sry i just got worked up bc i dont know where th e hell iwent wrong. ive used every possible tutorial but it just doesnt work and i feel like punching my computer.

#6 nickthemenace

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Posted 09 June 2005 - 05:00 PM

give the assetcache builder a go, sometimes sy's one doesnt work properly (ahh, faramir, why wouldnt you work? :()
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#7 The Witch-King of Angmar

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Posted 09 June 2005 - 08:14 PM

what extracted ini.big files do i need to include when im using assetcachebuilder

#8 ched

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Posted 09 June 2005 - 08:19 PM

what extracted ini.big files do i need to include when im using assetcachebuilder

<{POST_SNAPBACK}>


all the ones that you modified
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#9 nickthemenace

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Posted 09 June 2005 - 08:30 PM

actually, the assetbuilder doesnt affect the ini files, its only for models and textures..
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#10 ched

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Posted 09 June 2005 - 08:32 PM

actually, the assetbuilder doesnt affect the ini files, its only for models and textures..

<{POST_SNAPBACK}>


you can use it for ini files as well ...


... but i never used it yet, just read the manual :huh:
Software is like sex; it's better when it's free ~Linus Torvald

#11 Hostile

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Posted 09 June 2005 - 09:38 PM

How would you use it for ini files????

#12 ched

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Posted 09 June 2005 - 10:11 PM

How would you use it for ini files????

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i *think* you just create subfolders the same way you do for .tga, .dds and .w3d files so a folder like

c:/B4ME/MyMod/Data/INI/object
and then whatever object you want to define that will go in the .big file the assetbuilder generates
not sure of this guys, not tested but theres a strong possibility of it working :huh:
Software is like sex; it's better when it's free ~Linus Torvald

#13 Lord Of Gifts

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Posted 09 June 2005 - 11:48 PM

No, the assetcachebuilder doesn't do anything with the ini files. And it creates an asset.dat not a big file. The guide meant that you could create a mod directory like 'C:\MyMod\' and your textures go in 'C:\MyMod\art\textures', your models go in 'C:\MyMod\art\w3d'. The builder adds the models and textures from there to the asset.dat. You can also put all your ini's in 'C:\MyMod\data\ini\' and you can run your mod from this directory by using '-mod C:\MyMod' in the shortcut parameters.

#14 nickthemenace

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Posted 10 June 2005 - 12:31 AM

Yeah ched, dim wit.. sort it out!
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#15 ched

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Posted 10 June 2005 - 02:23 PM

sorry guys, i never used it yet anyway :ermm:
Software is like sex; it's better when it's free ~Linus Torvald

#16 Hostile

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Posted 10 June 2005 - 09:41 PM

sounds like ched was talking from his ass. :ermm:

#17 Grim

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Posted 10 June 2005 - 10:12 PM

Bah, poor Ched, the only time he says bullshit you rush him with bad words.

...

Oh and Ched? When you don't know, just shut up :ermm: (jk)
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#18 ched

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Posted 10 June 2005 - 11:56 PM

hehehe, i got pwned there :ermm: :rolleyes: :huh:
Software is like sex; it's better when it's free ~Linus Torvald

#19 The Witch-King of Angmar

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Posted 11 June 2005 - 02:38 PM

lol but does anyone know the answers to the other questions?

like in Q4, i see that gutowergrd_skn looks just like that in the art/w3d file and the export, but in the ini reference it says GUTowergrd_SKN. do ihave to capitalize certain parts or do i just name it whatever the name is without different caps?

sorry for the three posts in a row, but i just remembered: what are the export settings for the bones when im exporting a model?

#20 ched

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Posted 11 June 2005 - 03:00 PM

sorry for the three posts in a row, but i just remembered: what are the export settings for the bones when im exporting a model?

<{POST_SNAPBACK}>


all the export settings are described here (just use one of the tutorials)
http://forums.revora...showtopic=20345
Software is like sex; it's better when it's free ~Linus Torvald




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