
Vlad
Joined: Sep 29, 2008
We're heroes;we always arrive in the nick of time.
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Posted: Dec 19, 2009 06:07 PM
Msg. 1 of 9
Hello again!
My mod has been going along sluggishly (ah, procrastination...), and I have only two questions that I can think of at this moment.
One: Unusable vehicle I imported the civilian warthog from Coldsnap (with Tiamat's permission), and there were no errors or misplaced files that I knew/know of. It loaded just fine, compiled just fine, everything was dandy. My happiness, however, was cut short by the inability to use the darned thing. There are no messages saying 'Press E to enter -thingamabobber-', and I can't enter it. It still flies around like a normal vehicle, but it is not drivable to the extent of my tests. Is there a way to make it usable, or is it bugged if not on Coldsnap without a file or two that I don't know of?
Two: Irregular file size The original that I'm modding off of is 48.6 MB, and my mod is generally around that; but, sometimes it jumps to the 90's and above. This has happened on one other mod I've tried, and I have yet to figure out why. It seems to happen irregularly. I just remembered a Tool output, I'll put it in here: "Cache pack file bitmaps adds/misses: 1056 for 53.49M", and "cache pack file sounds adds/misses: 648 for 14.96M". I haven't seen any reference to missing bitmaps anywhere else, only the Tool output.
So, any help available? It'd be appreciated. Thanks.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Dec 19, 2009 06:21 PM
Msg. 2 of 9
One: Your missing the animations to get in.
Two: Map files change depending on how much extra stuff you add in. If you change any bitmaps or sounds from the stock ones, it will have to put it with the map instead of just getting it out of bitmaps.map or sounds.map.
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Vlad
Joined: Sep 29, 2008
We're heroes;we always arrive in the nick of time.
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Posted: Dec 19, 2009 08:38 PM
Msg. 3 of 9
One: Where might I find the correct animations?
Two: So, I'd have to edit bitmaps.map in order to return the file size back to normal?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 19, 2009 09:57 PM
Msg. 4 of 9
One: Use the model_animations tag from Coldsnap
Two: You can't edit bitmaps.map to allow the new bitmaps in any easy way that I know of. Just live with the extended map size.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Dec 20, 2009 05:48 PM
Msg. 5 of 9
how the hell did you even get in contact with tiamat?
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CorruptedHalo
Joined: May 18, 2009
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Posted: Dec 20, 2009 06:03 PM
Msg. 6 of 9
Quote: --- Original message by: Donut how the hell did you even get in contact with tiamat? that's what I wondered, too.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Dec 20, 2009 08:57 PM
Msg. 7 of 9
I highly doubt he did.
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Vlad
Joined: Sep 29, 2008
We're heroes;we always arrive in the nick of time.
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Posted: Dec 23, 2009 03:13 PM
Msg. 8 of 9
It's a wondrous thing called 'Xfire'. Yeesh.
If I take the model_animations from Coldsnap, won't that wreak havoc with the other vehicle animations?
Edit: I was thinking of a different file. I believe it's currently using the correct file, but I'll check anyway. Edited by Vlad on Dec 23, 2009 at 03:23 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 24, 2009 08:49 PM
Msg. 9 of 9
It might, but the custom animations for this vehicle are in that model_animations tag. Or, you could change the seat label of the vehicle, but the animations would be different.
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