Derspegn on 22/6/2015 at 18:12
I want to import the CoSaS Release Pack 11 - 80 Doors. I know that the .bin/.cal files need to go to either "Obj", "Fam" or "Mesh." Previously (and this is for an AI), I downloaded Scwaa's "Skully Apparition" found at (
www.thiefmissions.com/lpg). In Dromed v1.21, I created and loaded a family using "SkullyApp_Mage." Using Alt+T, I can bring up the textures for it. But when I try to create the AI, all I get in-game is a blank triangle without a texture that follows me around and does nothing. With the 80 doors, Dromed cannot create a family or find any textures for them. Specifically, what directory folders do I need to use, and are these for original folders or the ones for "patchedres." I am having a terrible time figuring this out and wish the tutorials would be more specific.
nickie on 22/6/2015 at 18:44
Hi, Middoth. I'm going to move this to EdGuild as it really belongs in editing. :)
LarryG on 22/6/2015 at 19:14
AI bins go into Mesh with their textures into Mesh/TXT16.
Object bins go into OBJ with their textures into OBJ/TXT16.
FAM is only used for families of brush textures, not for object or AI textures.
Yandros on 22/6/2015 at 19:34
If you're confused by this, I would assume you've not gone through Komag's or any other more recent complete tutorials. I'd recommend it to help you get some of the basics.
Derspegn on 24/6/2015 at 00:38
Quote Posted by Yandros
If you're confused by this, I would assume you've not gone through Komag's or any other more recent complete tutorials. I'd recommend it to help you get some of the basics.
What I would like to do is complete the FM without any modified textures or sounds. Then I can submit a separate .zip containing sound and texture folders and a .txt file describing the ways I'd like to link them to the mission. The sad thing is that I've read the tutorials in detail, have reread them and followed the instructions, yet the textures and schema are not importing properly. What is throwing me off are the Mesh & Obj folders in the root directory vs. the Tafferpatcher's "patchedres" one.
I think at this point a combined effort would be wise considering my schedule. The level I want to make would look better in T2 as opposed to T3 or Darkmod.
Xorak on 24/6/2015 at 01:37
How are you trying to create those objects? Until you get the hang of creating new objects from scratch, why not make it easy on yourself, and do the following method? Create a regular apparition, then under Shape-->Model Name, type in the name of the skulappa.bin (or whatever) skeleton object that sits in your mesh folder. The skeleton's texture goes into the mesh\txt16 file. There is no need to load anything or create any texture families. And if you're using the Texture Palette window to try and import an object, you're certainly on the wrong track.
I wouldn't bother at all with the 'patchedres' folders. Stick with the original folders.
If I'm not mistaken, some of Shwaa's skeleton models are already included in DromedDeluxe. If you dare to check that out.
Same thing with the doors. Create a normal door, preferably one that best matches the size and type of door you intend to use from the COSAS pack. Go to Shape-->Model Name and type in the object name of the new door object you want. You can easily find the names of the door objects in the cosas_rp11_doors.mis file by checking their properties. Put the various door .bin files in the obj directory, and their textures in the obj/txt16 directory. Although if you can see them in that demo file, then they should be ready for use in your own mission.
Quote Posted by Middoth
What I would like to do is complete the FM without any modified textures or sounds. Then I can submit a separate .zip containing sound and texture folders and a .txt file describing the ways I'd like to link them to the mission.
I think you'd be entering a world of hassle if you went this direction. If you're confused trying to set it up, imagine what the players will think. Either use them and include them, or don't use them, imo.
LarryG on 24/6/2015 at 02:18
Better yet, actually work through Komag's (or other) complete DromEding tutorials. I don't mean read the tutorial, actually it work all the way through. It sounds like you have simply read them and not actually made the tutorial missions. Don't do any customization of the hierarchy at this time. Just work with the standard resources. Get an understanding of how it all works by making the tutorial mission. Then, you will be ready to try something a little more challenging with custom objects and AIs and ... .
Derspegn on 24/6/2015 at 02:54
Quote:
I think you'd be entering a world of hassle if you went this direction. If you're confused trying to set it up, imagine what the players will think. Either use them and include them, or don't use them, imo.
What I meant was that I would submit a basic FM to a co-developer, and the extra .zip would allow them to help finish it the way I intended to. Of course, they could make any needed modifications along the way to make it better.
Derspegn on 24/6/2015 at 03:00
Quote Posted by LarryG
Better yet, actually work through Komag's (or other) complete DromEding tutorials. I don't mean read the tutorial, actually it work all the way through. It sounds like you have simply read them and not actually made the tutorial missions. Don't do any customization of the hierarchy at this time. Just work with the standard resources. Get an understanding of how it all works by making the tutorial mission. Then, you will be ready to try something a little more challenging with custom objects and AIs and ... .
I recently sent a tutorial mission to Brethren. See "Running Interference loads but not FM."
Derspegn on 24/6/2015 at 04:12
Quote Posted by Xorak
Same thing with the doors. Create a normal door, preferably one that best matches the size and type of door you intend to use from the COSAS pack. Go to Shape-->Model Name and type in the object name of the new door object you want. You can easily find the names of the door objects in the cosas_rp11_doors.mis file by checking their properties.
Whoaa...WAY easier now after I took your advice. I imported the custom door texture. Next I will try it with the apparition mesh. Mini-tutorial that I can understand from a post! Much appreciated!:thumb: