Hi all,
I finally got my terrain level created, converted into an area, and running in my game (I'll update the wiki with some of the steps I had to take).
Now I want to put it into a package that players can use to see in their game so I can upload it. I know I have to do something with Builder to Player, but it keeps asking for UserManifests and other stuff that I have not heard of until now.
Anyone able to offer some help please?
Thanks!
How does Builder to Player work?
Débuté par
PavelNovotny
, nov. 13 2009 06:14
#1
Posté 13 novembre 2009 - 06:14
#2
Posté 13 novembre 2009 - 06:21
it doesn't matter where you put it or open. that xml file is actually created more as a log for the creation of the dazip file. Select any xml file, or nothing and it'll error but go on... I put an xml in my main export dir and just select it and never save 
edit to be more specific: It is actuall a file that settings are saved to I believe (I.E. what directories you selected in list etc)
edit to be more specific: It is actuall a file that settings are saved to I believe (I.E. what directories you selected in list etc)
Modifié par Phalzyr, 13 novembre 2009 - 06:25 .
#3
Posté 13 novembre 2009 - 06:28
After I skip the screen asking for the user manifest do I just check the Save Manifest button on the Builder to Player package screen?
Is that what generates the package?
Is that what generates the package?
#4
Posté 13 novembre 2009 - 06:32
int he export options, export the two mainfests it complains about (module.xml, manifest.xml). Then go to tools > builder > builder to player, and it will open a browse window looking for a file. You should be able to just hit OK, as you'll already be in the proper directory. The manifest will show a directory tree, and there you can choose which folders are required for your mod to work.
I'm not sure exactly what needs to be there and what doesn't, but that'll get you started down the right track.
I'm not sure exactly what needs to be there and what doesn't, but that'll get you started down the right track.
#5
Posté 13 novembre 2009 - 06:39
Looks like that worked - thanks!





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