| 08-20-2003, 03:05 AM | #1 |
isn't frozen throne great w/ its new import editor and all? my only question is, how do i get the imported models to work? skins/blps seem to show up after i restart the editor, but i can't seem to get the mdl/mdx files to work=T. any suggestions? if anyone has time, could someone d/l my test map and give me feedback as to what i'm doing wrong? http://www.freewebs.com/tempwc3mapsi...limporting.htm |
| 08-20-2003, 11:09 AM | #2 |
Hmm, use WinMPQ to import skins maybe? |
| 08-20-2003, 03:56 PM | #3 |
Firearro, I'm not 100% sure that you can implant things anymore the way you could in tft. Though I haven't tried myself, I was under the impression that that was the reason so many RoC maps crashed TFT. I haven't downloaded the map, but one tip is that if you don't plan on mdl editing, any imported skins have to have the exact filename AND path as the original. In the import manager, double click on a file. Check the box that lets you specify your own path, and type in the path of the skin you're using (get it from a listfile or from an mpq editor). If you DO plan on mqp editing models, you can specify your own name and path, of course - just make sure that the imported name and path are identical. Another problem everyone stumbles across eventually is that WE only reads a given model ONCE per session. So if you've loaded the peasant model, for example (whether as a unit OR in the preview window) and then imported your own peasant.mdx, there's a good chance the WE won't acknowledge that until you restart it. Personally, I always give each imported file a unique name initially (bladecaster1, bladecaster2.....etc) and only change to a "final" name when I've finished tweaking it. THis sidesteps the problem, since each new file will be "new" to WE. Hope that helps. |
| 08-20-2003, 05:08 PM | #4 |
If you have in editor big green box instead model then run test map. I allways have green box instead my models but in game it works! |
