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New portraits from scratch

portraits palantir folder format dds tga

Best Answer Kwen, 24 February 2014 - 03:31 AM

Did you create a new asset.dat for your mod?

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#1 _mclovin

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Posted 23 February 2014 - 11:40 PM

Hello everyone...I've got a problem...

I created a new hero, but the portrait image is empty in the game, instead of showing my brand new mappedimage, and the palantir is filled with pink.

I saved the portrait image in dds format and put it in the "art\compiledtextures\he\" folder.

Is there something I forgot?

 



#2 Kwen

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Posted 24 February 2014 - 03:31 AM   Best Answer

Did you create a new asset.dat for your mod?


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#3 _mclovin

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Posted 24 February 2014 - 09:30 AM

It gives me some errors when I run assetcachebuilder...the final asset.dat is quite smaller than before, like assetcachebuilder couldn't compress some files
 



#4 Kwen

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Posted 24 February 2014 - 04:26 PM

What error do you see? The asset.dat you get from assetcachebuilder will always be very small compared to the original one, unless you included ALL vanilla assets also.


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#5 Bofur

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Posted 24 February 2014 - 05:08 PM

Run the assetcachebuilder twice to sort the error.

Have you properly mapped the image, and how is it referenced in the hero's ini. It should always say .tga in the ini, even when it's really a .dds.

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#6 _mclovin

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Posted 24 February 2014 - 11:17 PM

Problem solved!

I noticed that there were automatically generated hidden folders that drove my assetcachebuilder mad.

Though it gives errors anyway, I can finally see the proper portrait.

Many thanks! Great community!



#7 Mathijs

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Posted 24 February 2014 - 11:24 PM

Good to hear that. Still, you might want to look into the errors it keeps giving.


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#8 _mclovin

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Posted 24 February 2014 - 11:33 PM

These are the 3 errors logged in asseterrors.log:
 

Internal container is named MUEASTSWD_SKN; Could not get info for art\w3d\iu\iueastswd_skn.w3d
Internal box is named RUDWRFHLBD_SKN.BOUNDINGBOX; Could not get info for art\w3d\rr\rrudwrfhlbd_skn.w3d
Internal box is named RUDWRFHMR_SKN.BOUNDINGBOX; Could not get info for art\w3d\rr\rrudwrfhmr_skn.w3d

I've got just 1 week experience in editing bfme2 skeletons, so I really don't think I'll soon find a solution for thhese errors...






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