I am currently ironing out a few kinks with some custom content that I have downloaded from the vault. Namely, I am using MDBCloner to rename MDBs with names that conflict. They've been loaded into the same hak, so more recent additions have simply been attached the suffix (2) or (3). My question is this: What process do I follow to rename the *(2).DDS files that go with them? Or do I even need to? Can I simply left click and "Rename"? Do I have to edit the texture properties in MDB Cloner to ensure that they all remain cohesive? This is my first time adjusting the conflicting MDB files, so I'm unsure of what to do with the DDS files.
Thanks in advance!
MDBs and DDSs
Débuté par
Fyrekrest
, déc. 23 2011 11:48
#1
Posté 23 décembre 2011 - 11:48
#2
Posté 24 décembre 2011 - 02:11
I think you will have to go into each MDB and change the DDS filename to the appended (1) or (2) unless they are identicle then dont even put them in as it will add to the size of your CC
Modifié par Morbane, 24 décembre 2011 - 02:12 .
#3
Posté 24 décembre 2011 - 05:28
K, thanks Morbane! I figured that would be what I had to do, but figured I'd ask rather than trial and error. Thanks for the quick response!
#4
Posté 24 décembre 2011 - 11:49
nope. you don't have to. as long as the textures are unique in name and therefore don't override each other it's all good. within the mdb they are linked correctly. what you have to do after renaming them is to rewrite the 2da. without this crucial step the models can't be addressed.
#5
Posté 24 décembre 2011 - 02:52
no, really - you have to make the MDB "see" the correct textures.-Semper- wrote...
nope. you don't have to. as long as the textures are unique in name and therefore don't override each other it's all good..
you confirmed what I saidwithin the mdb they are linked correctly. what you have to do after renaming them is to rewrite the 2da.
Also very true - the 2da must "see" the MDBwithout this crucial step the models can't be addressed
Modifié par Morbane, 24 décembre 2011 - 02:55 .
#6
Posté 25 décembre 2011 - 01:25
Morbane wrote...
no, really - you have to make the MDB "see" the correct textures.
the right texture is adressed within the mdb, even after renaming - only if you don't touch the texture field that is
in short: if you only rename the mdb the texture will still be used.





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