Hi
Is there any way to reimport the CUT/CUB files I've exported from my module for use as overrides.
My project needs to be rolled back due to corruption and I want to reimport these files, rather than having to recreate the cutscenes.
If I open the CUT files in the toolkit I don't get the "playable" options I would get in a normal embedded cutscene.
Is this easy or is exporting a one-way street?
Reimporting CUT/CUB files back into a project.
Débuté par
Villainsoft
, févr. 21 2010 06:56
#1
Posté 21 février 2010 - 06:56
#2
Posté 21 février 2010 - 09:16
Did you export them via the builder to builder create process? If so you should be able to import them via builder to builder load. (Unless I've misunderstood what you are asking.)
#3
Posté 22 février 2010 - 08:16
These were originally exported using "export without dependancies", to CUT/CUB files within the override folder.
#4
Posté 03 mars 2010 - 04:28
Does nobody have a answer to this? I lost all my cutscene work after reformatting, unless i can import my .cut files.
#5
Posté 03 mars 2010 - 08:06
I'm trying to transfer some .cut files over and when I import the .dabdata i get the following Error.
E: 11:54:33 - Unable to save resource scene_01_fxin.cut.
Then when I try and load the cutscene file from that database it's empty. How can I be sure that my exports are working? It's important to share scene files.
E: 11:54:33 - Unable to save resource scene_01_fxin.cut.
Then when I try and load the cutscene file from that database it's empty. How can I be sure that my exports are working? It's important to share scene files.
#6
Posté 04 mars 2010 - 12:20
I have the same exact problem, if anyone can help...
#7
Posté 04 mars 2010 - 08:24
Does checking the object in and out make a difference? It seems like it would only update my database. Not my partners.
#8
Posté 05 mars 2010 - 01:01
You should be able to just do a builder to builder create. It makes one file that should contain the cutscene and all it's dependant resources. (Unfortunately it doesn't look like you can seee these resources when you do the create.)
You should then have a dadbdata file.
The send this file to the other person. They do a builder to builder load. This does show all the applicable files. I have usually sorted the list of files and only check of the new ones for import.
I also most often tell them to generate new stringids. When in doubt so this so there is no conflicts with existing stringids.
Another thing that may be important though I'm not 100% sure is that you have a module created with the same name as the the one you exported from.
(As in if your module is called TestModule and you may have to import into a module called TestModule.)
You should then have a dadbdata file.
The send this file to the other person. They do a builder to builder load. This does show all the applicable files. I have usually sorted the list of files and only check of the new ones for import.
I also most often tell them to generate new stringids. When in doubt so this so there is no conflicts with existing stringids.
Another thing that may be important though I'm not 100% sure is that you have a module created with the same name as the the one you exported from.
(As in if your module is called TestModule and you may have to import into a module called TestModule.)
#9
Posté 05 mars 2010 - 04:26
The module name can be different. The b2b load creates the new resources in whichever mod you currently have open so make sure the desired module is already open before doing the load.
#10
Posté 05 mars 2010 - 11:34
If I'm only using core assets then the dbdata shouldn't have to worry too much about modules right?
ie. The module I built the cutscene in is called TestArea , if my partners module has a different name. Will that cause any trouble? Even if the assets are all from the game?
ie. The module I built the cutscene in is called TestArea , if my partners module has a different name. Will that cause any trouble? Even if the assets are all from the game?
#11
Posté 05 mars 2010 - 11:37
Should I perhaps change the properties of that cutscene so the owner module is the core module instead of a custom one?
#12
Posté 05 mars 2010 - 11:44
oh dang... A new scene I made just worked fine. There has to be some kind of messed up setting. I just don't know what the core of the problem is.. It's very frustrating!





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