problems with modding and asset.data
#1
Posted 22 December 2007 - 02:15 PM
about modding the spell darkness i make it negative just affecting enemies it worked ,however all enemies get a yellow glow under them (like leadership) how can i change it .
best regard Dwar
#2
Posted 22 December 2007 - 03:59 PM
Maybe some information? What Asset Builder are you using? How are you running your "mod"?.i get some problem with asset ,how to apply new portraits without replacing the original one..
Did you export it as an animation? Is it an actual used animation? New animations, Must also be included in there correct directory locations in your BIG file, Aswell as in the asset.dat.the second thing i reanimated a skeleton for WK (angmar) but when exported it didn't show on the game ..(didn't make a new animation just overwriting )..
#3
Posted 23 December 2007 - 08:21 AM
about the first thing , i didn't use mod command and i have 2 new portraits , all i did is add them to the big file Texture.. my ques how can add these to asset.data ? ( game rotwk and i have AssetCacheBuilder)..
second issue yes its used ,but when i paste it to w3d.big in the same directory..the WK dont use it in game what goes wrong
and thanx again FlameGuard
#4
Posted 23 December 2007 - 08:36 AM
No problem,thank you FlameGuard for the replying .
I have never tried doing anything this way, Im not sure if others have, If they have they would be able to give a better answer.. But ill try anyway,about the first thing , i didn't use mod command and i have 2 new portraits , all i did is add them to the big file Texture.. my ques how can add these to asset.data ? ( game rotwk and i have AssetCacheBuilder)..
As far as i know, EA's Asset Builder doesnt allow you to combine/append your asset.dat to the original. Wich causes problems as you will have to,
Extract all of the assets from the original games (Textures, Models, Etc, Wich is alot). Then create a new asset.dat with them inside.
Although the fact that Sy's asset builder does, however it is was created for bfme1 so to make that work, you would need to have bfme1 installed place the bfme2 asset.dat in the main bfme1 directory, then use sy's asset builder to add your new assets in to the bfme2 asset.dat.
Again, I have never tried to do this... But what i previously said applies to this to, it must be included in the asset.dat with the correct directory folder.second issue yes its used ,but when i paste it to w3d.big in the same directory..the WK dont use it in game what goes wrong
Sorry if any of that sounded complicated, If you dont understand a part, Please say so...
Again, No problemand thanx again FlameGuard
~FlameGuard
#5
Posted 23 December 2007 - 08:49 AM
if you have time FlameGuard , do you know how to solve the skiped ques
about modding the spell darkness i make it negative just affecting enemies it worked ,however all enemies get a yellow glow under them (like leadership) how can i change it .
thanx
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