My situation is thus: I have a mod that adds a sword with a custom model, but it replaces one of the stock weapons. My intention was to create a module for my own personal use to add a custom sword that uses the new model -- that way I could remove the mod so the standard items would not be replaced, but I could keep the unique model.
What I have done so far:
- Extracted longsword_variation.gda with the toolset and edited it (with GDApp) to add an extra item variation.
- Copied the mao, mmh, msh, phy, and dds files from the mod I downloaded into a folder called "lsj1" in the "AddIns/CustomModule/core/override/" directory.
- Renamed all the files from "w_lsw_ls02a_*.*" to "w_lsw_lsj1a_*.*"
- Opened the newly renamed mmh file in the toolset and changed the file references for the mmh name, and the mmh model name.
- Opened the .mao files in Notepad++ and edited the filename references for the textures to "w_lsw_lsj1_0*.dds"
- I also added a custom tint, but that seems to be working fine independently of the weapon.
NOW... at this point everything was actually working just fine in the toolset.
The model showed up, the tint worked, and I was happy.
The problem came when I uninstalled the mod that I took the model from. In the toolset, the model still showed up (or at least I think it did) but the textures were all gone. The only thing I could see was the blade, and that was completely shiny as if it was missing the tint map and everything else. Adding back the mod fixed the problem. It is as if the textures were still being referenced at the old location that I copied them from even though I changed them in the .mao files. Does anyone know why this would happen? What can I do to fix it?
Edit: Also updated the .phy file reference with the toolset. The model definitely shows up in the toolset when I select the item variation, but the textures are all FUBAR'd. Double-checked the filenames referenced by the .mao files, and they are all correct.
Modifié par Pauravi, 03 avril 2010 - 06:30 .





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