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#1 Celebrimbor

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Posted 30 October 2005 - 12:46 AM

Can somebody please explain thoroughly how to get models and skins ingame? Thats the only thing I havent learned how to do and its really bothering me. Thanks. I KNOW I have asked this thousands of times before but Ive never gotten a really in-depth answer and still havent got a single model or skin ingame.
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#2 Rohimir

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Posted 30 October 2005 - 07:37 AM

First You must have asset builder.
Second when you are installed it, open the asset builder program.
Third when program is open, minimize it and find file what you want put in game
and drag it to asset builder.




if this not help you, ask it :sleep:

Edited by Rohimir, 30 October 2005 - 07:38 AM.

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#3 Celebrimbor

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Posted 30 October 2005 - 04:11 PM

I know, i have tried everything including adding them to .big files, adding the asset to the .big file and making an asset, Ive done everything but to figure out what im doing wrong I need to know exactly what to do, where to drag the files, and so on.
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#4 Núkumnëhtar

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Posted 31 October 2005 - 06:57 PM

Ok, you need to put the textures and models in the asset.
Put the textures, models, and asset.dat into the .big file.
Then code them in and you'll be set.
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#5 TokyoBlade

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Posted 31 October 2005 - 10:24 PM

putting models and skins in game is a complete nightmare :S Just keep working on it and you will get it done eventually :sleep:

#6 Celebrimbor

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Posted 31 October 2005 - 10:42 PM

Thanks. Nuku, ive tried that before so i know im doing somehting wrong...is it ok that when I add them to the .big file it saves them as C:/Documents and Settings/Desktop/bla bla? Isnt it supposed to be art/textures or whatever?
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#7 Lord Of Gifts

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Posted 31 October 2005 - 11:40 PM

When you add it to the big everything must be in the correct file structure. (textures in art\textures, w3ds in art\w3d, and so forth) You can change it when you first add the files or after by selecting a file and going Edit -> Rename File

#8 Ar-Zontar

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Posted 01 November 2005 - 04:18 PM

Is it also OK to simply have the modified asset.dat in the root directory, and the appropriate skn and texture files in the actual game directories, or MUST they be included in the big file and removed from the other locations? In ther words, not duplicate entries (one in the BIG and one in an actual directory). I also have trouble getting textures to show up as well, and wonder what I'm missing as well!

#9 King of Universe

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Posted 01 November 2005 - 05:04 PM

You can have everything in the original folder, the big file method it's just if you want to have your own files, easy to get :sleep:

Edited by King of Universe, 03 November 2005 - 04:14 PM.

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#10 Kwen

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Posted 03 November 2005 - 12:14 AM

you MUST use asset chache builder that EA suplied in the 1.02 patch, go into your tool sfolder and drag eveyrthing into your main bfme directory, then make sure you have an art folder with testurex and w3d inside, with all the files, then run the asset chache builder and it will make your asset, the rest is merely providing the proper reference via ini's

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#11 Master Windu

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Posted 04 November 2005 - 01:32 AM

I got it ingame! FINALLY! I'm so happy. :cool: Thanks all.
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#12 Mullers_11

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Posted 04 November 2005 - 05:39 PM

Is it possible not to add them to the asset.dat or just have them all named properly in the .big file, textures and w3d files?

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#13 King of Universe

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Posted 04 November 2005 - 05:44 PM

You must add it to asset.dat

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#14 Mullers_11

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Posted 04 November 2005 - 05:46 PM

Ok then thanks, MUST got that :p

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#15 ched

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Posted 04 November 2005 - 05:47 PM

if by named properly, you mean keeping the original names, I think it could work, not sure though. I did replace a few models and just used the original names, and yes they work perfectly without me having added anything to asset.dat
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#16 Mullers_11

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Posted 04 November 2005 - 05:48 PM

No, I'm sticking new, editted models and totally new skins ingame, so it looks as though I will have to add it to asset.dat

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#17 ched

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Posted 04 November 2005 - 05:49 PM

yes you will have to add those to asset.dat, unless you like playing with invisible units :p
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#18 Mullers_11

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Posted 04 November 2005 - 06:25 PM

Also is this the same for animations? :p

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#19 King of Universe

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Posted 04 November 2005 - 06:35 PM

Yup, think so

Edited by King of Universe, 04 November 2005 - 06:35 PM.

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#20 Master Windu

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Posted 04 November 2005 - 11:55 PM

For new animations, would you do the same as you would with a new model? .BIG and asset? Also, because I'm adding a gondor spearman for myself to play with before RA comes out, does anyone know a good set of bones to rig the spearman to? Tower Guard, Isengard pikemen, and Boromir's dont work. Isengard pikemen would be perfect, but they're not meant to have shields so the shield is screwed up, and with Boromir its the other way around.
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