Mesh replacement - a query
Hey everyone. This is a little less REDkit related (though could end up being), and more asset related. Specifically, the replacement of mesh, and why it doesn't seem to work. But texture replacements do.
Let me give an example. This mod aims to fix the neon colour grass, and appears to do so by replacing the default grass texture with the proper tone. It works by simply extracting to:
CookedPC/ environment_levels/vegetation/grass/textures/grass_henselt_01.xbm
The new xbm extracted with the right directory into the CookedPC folder takes priority over the pack0 version, ergo allow you to alter the texture. Browsing the Witcher 2 mod nexus, a lot of mods work like this. Texture recolours, stats altering items, and so on; they all extract in a series of folders into CookedPC, and replace the defaults normally loaded from pack0.
So, my question is: why does this not work with replacement mesh?
Say I take a mesh extracted by REDkit (or even Gibbed's RED tools) and place it in the right directories in CookedPC. Instead of replacing the mesh, it erases it completely. So, for example, if I take:
environment_levels/vegetation/grass/weeds/weed_high_05.w2mesh
And place it in CookedPC, exactly as people do with the textures, it completely erases that mesh from the game. That asset will no longer display at all.
Perhaps it is an engine issue, but I was wondering why this happens? Why the game simply refuses to load in identical assets from the CookedPC directory if they're meshes, but loads them in just fine if they're textures (like .xbm). And, if this is the case, is there a way around it? Is it possible to take a mesh and use it to replace an existing mesh?
Hey everyone. This is a little less REDkit related (though could end up being), and more asset related. Specifically, the replacement of mesh, and why it doesn't seem to work. But texture replacements do.
Let me give an example. This mod aims to fix the neon colour grass, and appears to do so by replacing the default grass texture with the proper tone. It works by simply extracting to:
CookedPC/ environment_levels/vegetation/grass/textures/grass_henselt_01.xbm
The new xbm extracted with the right directory into the CookedPC folder takes priority over the pack0 version, ergo allow you to alter the texture. Browsing the Witcher 2 mod nexus, a lot of mods work like this. Texture recolours, stats altering items, and so on; they all extract in a series of folders into CookedPC, and replace the defaults normally loaded from pack0.
So, my question is: why does this not work with replacement mesh?
Say I take a mesh extracted by REDkit (or even Gibbed's RED tools) and place it in the right directories in CookedPC. Instead of replacing the mesh, it erases it completely. So, for example, if I take:
environment_levels/vegetation/grass/weeds/weed_high_05.w2mesh
And place it in CookedPC, exactly as people do with the textures, it completely erases that mesh from the game. That asset will no longer display at all.
Perhaps it is an engine issue, but I was wondering why this happens? Why the game simply refuses to load in identical assets from the CookedPC directory if they're meshes, but loads them in just fine if they're textures (like .xbm). And, if this is the case, is there a way around it? Is it possible to take a mesh and use it to replace an existing mesh?