how do i put new models into my mod ?
#1
Posted 11 August 2011 - 02:43 PM
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#2
Posted 11 August 2011 - 02:56 PM
Basically, download EA's/Sy's asset builder.
I would use EA's in my opinion (as it seems to work better for me).
Put the art folder you want to add ingame into the asset builders folder.
Run the asset builder and it will create it for you.
Another file will come telling you the errors. Most of the errors don't matter as they will be in the original asset file
Put the asset.dat file into your mod folder where your data and art folders are.
And voila, you have made your asset.dat and it's ready to be read my the game
Hope this helped you
Edited by Unknown, 11 August 2011 - 02:57 PM.
#3
Posted 11 August 2011 - 03:09 PM
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#4
Posted 11 August 2011 - 03:11 PM
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#5
Posted 11 August 2011 - 03:31 PM
Try that
Edited by Unknown, 11 August 2011 - 03:32 PM.
#6
Posted 11 August 2011 - 03:38 PM
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#7
Posted 11 August 2011 - 03:48 PM
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#8
Posted 11 August 2011 - 03:52 PM
I don't know why it's done that to you.
Did you put the asset.dat file into your mod folder?
#9
Posted 11 August 2011 - 03:56 PM
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#10
Posted 11 August 2011 - 04:01 PM
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#11
Posted 11 August 2011 - 04:22 PM
All you do is move the asset.dat created into your mod folder. No notepad, no coding
Edited by Unknown, 11 August 2011 - 04:23 PM.
#12
Posted 11 August 2011 - 06:07 PM
#13
Posted 11 August 2011 - 06:55 PM
You have your main mod folder. It should be sitting on your desktop or something, completely apart from the main BFME folder. Inside of your main mod folder, you should have your Art, and Data folders. In there also (the main folder) should be the assetcachebuilder.exe
You place your models into the Art/W3d/ folder. If the mod is for BFME2 or ROTWK you need to have your models organized into subfolders within the W3d folder, with the subfolders named the first two letters of your model name. So if your model is gusoldier_skn (example) it would go into the gu folder. if your model is named dfnisogfld (example) it would go into the df folder. You can make as many different subfolders as you'd like, just so long as every model you plan on including goes into the correct one.
Then, once you have all your models in the correct place, run the assetcachebuilder.exe from the main mod folder. It will automatically create a new asset.dat for you. This asset.dat should stay EXACTLY where it is. It belongs in the main mod folder alongside the Art, and data folders.
Note that you do not need to have ALL the game's art in your asset.dat. It should be quite small in fact. The rest of the game's assets are already accounted for in the original game files. You do not want to mess with them at all.
If you plan on adding new models, just add them to the proper subfolders in the w3d folder, and run the assetcachebuilder.exe again. It will automatically update your asset.dat to have your new stuff. No worries, no headache.
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#14
Posted 11 August 2011 - 06:55 PM
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THE LEGEND
#15
Posted 11 August 2011 - 06:56 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#16
Posted 11 August 2011 - 08:01 PM
which exe , the assetbuilder one?
Edited by newbkiller.williams, 11 August 2011 - 08:03 PM.
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#17
Posted 11 August 2011 - 08:03 PM
No fuel left for the pilgrims
#18
Posted 11 August 2011 - 08:33 PM
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#19
Posted 11 August 2011 - 08:43 PM
Maybe you should describe exactly what you do to get your mod working.
Edited by Matias, 11 August 2011 - 08:44 PM.
No fuel left for the pilgrims
#20
Posted 11 August 2011 - 08:45 PM
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