Adding custom objects and content to Dromed/Dromed basic toolkit question - by mcmike1489
mcmike1489 on 10/9/2018 at 19:51
Hey, I believe from what I can remember, that was the error message I got. Assertion failed "Warning: failed to load model" All I saw after that was a marker on the grid with no physical appearance of the actual model on the 3D view. That's exactly what happened to me.
skacky on 10/9/2018 at 20:04
You either mistyped the object's name in DromEd or didn't put it in the correct folder (which is /obj).
mcmike1489 on 10/9/2018 at 20:10
I did create a folder called obj into my Thief 2 directory folder. I put the custom object/content into the obj folder. I carefully typed in the object's name correctly in Dromed.
voodoo47 on 11/9/2018 at 07:54
apparently not. put it into a modfolder (see cam_mod.ini). also make sure the model name is not longer than 15 characters, there are a few places where Dark has this limit.
mcmike1489 on 11/9/2018 at 09:14
So, type in the model name in the file "cam_mod.ini For example "Thief Woman" which is the custom model I'm trying to add. Extract the .zip folder and create a mod folder in my Thief 2 directory folder and put the .bin file into the mod folder?
voodoo47 on 11/9/2018 at 09:34
no. you have a list of modfolders in your cam_mod.ini, like
Quote:
mod_path .\CANDLES+.\usermods+.\ep2+.\MODS\t2water+.\MODS\t2skies+.\patchedmis
those are all modfolders, either use those, or add a folder of your own:
Quote:
mod_path .\CANDLES+.\usermods+.\ep2+.\MODS\t2water+.\MODS\t2skies+.\patchedmis+.\mymodfolder
place the new model into mymodfolder\obj, unzipped.
also, "Thief Woman" would suggest an AI model, not an object. if that's the case, it needs to be placed in mymodfolder\mesh folder.
Yandros on 11/9/2018 at 10:38
Quote Posted by mcmike1489
So, type in the model name in the file "cam_mod.ini For example "Thief Woman" which is the custom model I'm trying to add
Uhm, no, you specify the object or mesh name in the
Shape > Model name property on the new object or archetype in Dromed. You don't need to add the name of the object or mesh in any config or ini file. The ZIP file does need to be extracted either to your T2 root folder or a mod folder as voodoo has been saying, but make sure it is in the obj or mesh folder. In the case of an AI, it needs to be in the mesh folder. The .bin and .cal files go in /mesh and the textures go in /mesh/txt16.
FireMage on 11/9/2018 at 11:44
Quote Posted by mcmike1489
object/content
Okay so you used the wrong path indeed.
You can use mod but you can use a folder named "Obj" with subfolder but the one for the texture (named "txt" or "txt16")
The mesh (bin file) should be not zipped and be not seperated from it "cal" file.
Random_Taffer on 11/9/2018 at 15:05
Post screenshots of your folder hierarchies so we can examine them.
mcmike1489 on 11/9/2018 at 23:05
Oh ok, sure I'll post some screenshots of my hierarchy setup so you can see and understand what I'm doing. Its much easier that way so you can see it visually rather than explaining it using words.