Getting edited models to work in the game
#1
Posted 01 August 2009 - 08:58 PM
#2
Posted 02 August 2009 - 12:37 AM
To answer your question, yes you do need to use an asset builder and create a new asset.dat for your mod (small as it may be, it is still a mod). Then you'll need to find a way to get your mod read by the game. This tutorial should get you started: http://www.the3rdage...4?apage=16#page (page 3 in particular looks like it would be helpful).
I strongly suggest that you use the above method instead of directly editing the files in your main bfme directory. It is safer and if you do more advanced mods it makes things simpler later.
Edit: oh, and yes, it sounds like you did a good job with the model editing the issue is with getting the game to read it.
-Gto
Edited by GothmogtheOrc, 02 August 2009 - 12:38 AM.
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
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#3
Posted 02 August 2009 - 01:12 AM
Edited by Rainwizard6, 02 August 2009 - 01:22 AM.
#4
Posted 03 August 2009 - 02:45 AM
#5
Posted 03 August 2009 - 04:16 AM
-Gto
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#6
Posted 03 August 2009 - 04:44 AM
#2: I had downloaded a pre-prepared .ini package that was for patch 1.03 and tried using it without having that patch installed.
I will create a new set of "macro modified" .ini files myself using 2playgames's macro re-name program, and the other things instructed in that tutorial as well. I will then put it in a .big file, and place it inside my bfme directory and try it. It sounds very promising, I guess I just read the tutorial totally wrong. I really appreciate you taking the time to help me and all, I think I'm pointed in the right direction now. I'll create an article or something if this works. Thank you.
Btw, ur mods are awesome
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