While I finally started to want some custom textures in my PW. I was going to overwrite a few .dds files by renaming replacement textures and putting them in my top hak but I am not seeing the effect in game as I would with a .tga.
Is there other steps you need to take besides just renaming the files?
First CC Steps
Débuté par
DM_Vecna
, janv. 27 2014 01:33
#1
Posté 27 janvier 2014 - 01:33
#2
Posté 27 janvier 2014 - 04:14
If the texture files are in Bioware patches, I believe they take precedence over haks. There is a thread somewhere on these boards about which files take precedence order......
#3
Posté 27 janvier 2014 - 05:03
The devil is in the details.
So more details about the texture in question, haks (if any), your process and/or method of using said content may help.
So more details about the texture in question, haks (if any), your process and/or method of using said content may help.
#4
Posté 28 janvier 2014 - 08:49
Looks like a toolset restart was all it took
#5
Posté 28 janvier 2014 - 10:33
Ah, yes. I've seen this over the years. The toolset doesn't always recognize new art assets without being reset first, especially if they use the same file name. I do the same thing with the game client when I'm testing something...test, make changes, full software reset, test again...DM_Vecna wrote...
Looks like a toolset restart was all it took
#6
Posté 28 janvier 2014 - 11:46
I've found that often all you have to do is to do a refresh of the blueprints (its on the right click menu in the blueprint areas). Mind you it doesn't always work...
TR
TR
#7
Posté 29 janvier 2014 - 12:14
If you mess with a hak while the toolset is open, you may experience wierdness or crash. I find it safer to reopen the toolset each time.





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