problems with custom .w2mesh
@TheZnosko or @DanForever
@KNGRSM (KNGenious) worked out a way to make our own "dlc" and add new entities to the game without replacing the old ones (which is great).
The problem we have is that the .w2ent call the original .w2mesh files, and if we try to call our custom .w2mesh files (even if its a direct copy of an original .w2mesh file with just the different path in the "new dlc") then they just dont load (invisible)
pics:
-this is done with the great Mod Editor by @Sarcen
the paths to the meshes are correct
to be precise, this is in the "Uncooked\characters\models\monsters\gryphon"
t_01__gryphon.w2mesh -body
t_01__gryphon.w2ent
i_01__gryphon.w2mesh - feathers
i_01__gryphon.w2ent
Anyone got any bright ideas?
@TheZnosko or @DanForever
@KNGRSM (KNGenious) worked out a way to make our own "dlc" and add new entities to the game without replacing the old ones (which is great).
The problem we have is that the .w2ent call the original .w2mesh files, and if we try to call our custom .w2mesh files (even if its a direct copy of an original .w2mesh file with just the different path in the "new dlc") then they just dont load (invisible)
pics:
this works:
this doesnt:
'
this doesnt:
the paths to the meshes are correct
to be precise, this is in the "Uncooked\characters\models\monsters\gryphon"
t_01__gryphon.w2mesh -body
t_01__gryphon.w2ent
i_01__gryphon.w2mesh - feathers
i_01__gryphon.w2ent
Anyone got any bright ideas?