Model and skin problem
#1
Posted 19 February 2006 - 04:42 PM
Should the material have been applied in dds format in RenX so that the game can read it, or will tga still work even though it's been referenced as a dds?
Any ideas, I'm baffled...?
Retired
#2
Posted 19 February 2006 - 04:43 PM
No fuel left for the pilgrims
#3
Posted 19 February 2006 - 06:06 PM
If no one has succesfully added new models in BFME II, then we may start considering that the asset.dat changed ...
#4
Posted 19 February 2006 - 06:18 PM
No fuel left for the pilgrims
#5
Posted 21 February 2006 - 07:58 PM
No fuel left for the pilgrims
#6
Posted 22 February 2006 - 09:42 AM
up to you guys to find what's wrong I'm afraid
#7
Posted 22 February 2006 - 11:40 AM
No fuel left for the pilgrims
#8
Posted 23 February 2006 - 06:01 PM
anyway, can you see the model in the Viewer ?
#9
Posted 23 February 2006 - 07:15 PM
Retired
#10
Posted 23 February 2006 - 07:19 PM
@ched
Sir-Maddoc from thundermods (maybe you hear from, it's a german modding-team, which made mods for cnc generals) figured out, how it works.
you should put the models into the folders for example art/w3d/db
and you have to take it down into the betafilelist.txt.
#11
Posted 23 February 2006 - 08:13 PM
oh my bad, I thought it was for Visions
anyway, can you see the model in the Viewer ?
Heh well it is, but we don't wanna go through all the trouble getting stuff in the beta since it takes more to do so then in the retail game. (most likely) We just want Brand ingame for media purposes.
No fuel left for the pilgrims
#12
Posted 23 February 2006 - 09:07 PM
maybe you exported it wrong.
@ched
Sir-Maddoc from thundermods (maybe you hear from, it's a german modding-team, which made mods for cnc generals) figured out, how it works.
you should put the models into the folders for example art/w3d/db
and you have to take it down into the betafilelist.txt.
I tried it but it didn't work. Could you explain us how did you get it?
Edited by morgoth946, 23 February 2006 - 09:07 PM.
#13
Posted 23 February 2006 - 09:19 PM
No fuel left for the pilgrims
#15
Posted 23 February 2006 - 11:07 PM
check the usual, asset.dat, 16 letters long name etc ...
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