'Kay, prepare for some nooby questions:
So I've got myself some all-done models; all binded, all work completed, alles klar.
I know I have to amend the asset.dat for reference issues, so that the program actually read to new files.
I found these two things, with simply no support on how to use them on T3A: Sy's AssetBuilder, and the EA official AssetBuilder.
Now, Sy's version has an 'amend original file' option; but after using that, bam, pink polygons everywhere. Apparently nothing's referenced correctly. I should have noticed: the new Asset.dat file is smaller than the original one!
So I'm stuck with the official one. And now I ask: which files should I drag into the AssetBuilder? Just the W3Ds? Or some other files as well from other .BIG files that I haven't even dared touched? (Heck, I'm a coder!)
Thanks in advance. ^^
Asset.dat beginner problems
Started by Tir i Helkaluin, May 21 2008 02:12 PM
6 replies to this topic
#1
Posted 21 May 2008 - 02:12 PM
It seems like you're writing a letter!!! Do you need help?
#2
Posted 21 May 2008 - 02:27 PM
For "Sy's Asset Builder", You are only required to drag your "art" folder inside. I suggest you dont combine your new assets with the original asset.dat, Instead i suggest you create a separate asset.dat and use this in your big file.
I dont use EA's Asset Builder, Although i have done in the past. From what i remember you are required to have the application/builder inside a folder along with your "art" folder. Although, EA's Asset Builder doesnt work with Bfme2.. Unless you place your art folder contents in the method they should be for bfme1.
Alike,
art\w3d\models here.
art\textures\textures here.
Instead of,
art\w3d\2-letter-folder-name\models here.
art\compiledtextures\2-letter-folder-name\textures here.
I dont use EA's Asset Builder, Although i have done in the past. From what i remember you are required to have the application/builder inside a folder along with your "art" folder. Although, EA's Asset Builder doesnt work with Bfme2.. Unless you place your art folder contents in the method they should be for bfme1.
Alike,
art\w3d\models here.
art\textures\textures here.
Instead of,
art\w3d\2-letter-folder-name\models here.
art\compiledtextures\2-letter-folder-name\textures here.
#3
Posted 21 May 2008 - 02:36 PM
So I just put the new model W3Ds with the 'art\w3d\' path and run the AssetBuilder?
Edit: Coz I've noticed some freaky error messages in the asseterrors.log file.
Edit: Coz I've noticed some freaky error messages in the asseterrors.log file.
Edited by Tir i Helkaluin, 21 May 2008 - 02:39 PM.
It seems like you're writing a letter!!! Do you need help?
#4
Posted 21 May 2008 - 02:40 PM
Your entire "art" folder, That contains your custom assets. Dont use the option that allows you to combine your new asset with the original.
#5
Posted 21 May 2008 - 03:14 PM
I see, but is a minutes-long hang normal for the process after I've dragged in the art folder? Coz it's happening now.
I'd reckon simple referencing doesn't need so much time?
I'd reckon simple referencing doesn't need so much time?
It seems like you're writing a letter!!! Do you need help?
#6
Posted 21 May 2008 - 03:30 PM
It can take some time. I just uploaded a tutorial i wrote a while back, Maybe it will help you. Creating Your Asset.dat
#7
Posted 21 May 2008 - 03:41 PM
Finally.
I compiled the dat, read your article, and realised that it's pretty late now here at Hong Kong.
So, until tomorrow.
Thanks in advance. Now I have one more reason not to model, the whole thing is too crazy for me. ^^"
I compiled the dat, read your article, and realised that it's pretty late now here at Hong Kong.
So, until tomorrow.
Thanks in advance. Now I have one more reason not to model, the whole thing is too crazy for me. ^^"
It seems like you're writing a letter!!! Do you need help?
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