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The Woodland Realm Custom Map OUT NOW!

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calsash:

--- Zitat von: ThorinsNemesis am  7. Dez 2015, 15:32 ---The map looks nice, I am actually also making a Woodland Realm map, but yours looks better  :). I actually used 3ds max 7 to cut some parts from the Mirkwood outpost buildings, and from those parts now I have Mirkwood columns, arches and stairs in WorldBuilder  :)

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Yes thorin i could do with  tutorial on how to do that or if it would be possible if you could send me the new buildings that would be amazing if you could :P and thank you :D

calsash:

--- Zitat von: Saint Fine am  7. Dez 2015, 15:43 ---Nice work, be sure to announce it again when you have finished the map. I am looking forward to trying it out. :)

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I will post frequent updates on the maps progress just like my other maps :) and thank you :D

magickoala:

--- Zitat von: calsash am  7. Dez 2015, 18:32 ---Yes thorin i could do with  tutorial on how to do that or if it would be possible if you could send me the new buildings that would be amazing if you could :P and thank you :D

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Im not sure but i think you can't add new objects nor models to maps without messing with game files.

Maybe theres a way to put the files inside without messing with the compiled .BIGs thou, by just dropping them into the folder, but still, you would have to add them in the handcreatedimages.ini, wich is currently inside the Edain .BIG, so in any cases you will end messing with Edain BIG files, wich isnt a really good idea, since when a update arrives the launcher makes a hashcheck for the BIG files, and any altered BIG will be overriden with the original Edain files.

That said, without implementing new objects directly into the code, you cant use new objects on maps =/

calsash:

--- Zitat von: magickoala am  7. Dez 2015, 18:52 ---
--- Zitat von: calsash am  7. Dez 2015, 18:32 ---Yes thorin i could do with  tutorial on how to do that or if it would be possible if you could send me the new buildings that would be amazing if you could :P and thank you :D

--- Ende Zitat ---

Im not sure but i think you can't add new objects nor models to maps without messing with game files.

Maybe theres a way to put the files inside without messing with the compiled .BIGs thou, by just dropping them into the folder, but still, you would have to add them in the handcreatedimages.ini, wich is currently inside the Edain .BIG, so in any cases you will end messing with Edain BIG files, wich isnt a really good idea, since when a update arrives the launcher makes a hashcheck for the BIG files, and any altered BIG will be overriden with the original Edain files.

That said, without implementing new objects directly into the code, you cant use new objects on maps =/

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Ah well then i will have to make do, and if he does have a way to get around that then i will implement them, by the way with the code ive gotten tauriel to work but not the mirkwood watchers as i couldn't quite follow the instructions i got a bit confused.

magickoala:
Ill write a example code when i get home, no worries ^^

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