can you to re-use forest file ? -SOLVED-

Scripting questions, discussions, etc
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fLUnKnhaXYU
Posts: 84
Joined: Wed Nov 15, 2017 8:19 am
  by fLUnKnhaXYU » Thu Jan 03, 2019 1:30 am
Ive put what demos i could find into a single game folder and since Ive changed the folder structure a bit , the compiled forest files do not work now , Is there something/s I can do to be able to use the original forest file ?
Last edited by fLUnKnhaXYU on Sat Jan 05, 2019 8:06 am, edited 1 time in total.
Duion
Posts: 1370
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Thu Jan 03, 2019 12:29 pm
Define "do not work". You likely have overwritten something or some file reference path is missing or wrong.

For example there are files in art/forest/* called brushes.cs and managedItemData.cs which are required for the forest to work and each forest only works with the managedItemData.cs file it was created, if that is changed, it will break.

I addressed this issue before, since a forest file is binary data and will become useless if managedItemData is changed, which may happen in your case, when you want to merge different projects and/or change/extend things.

My suggestion was to have a different managedItemData.cs and brushes.cs for each level to avoid that issue.

You can also edit the compiled binary files to make it work, but this is ugly and kind of a hack, it may work, but I cannot recommend it.
fLUnKnhaXYU
Posts: 84
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Fri Jan 04, 2019 4:40 am
Ive changed the paths to the models and the forests do not generate . I was hoping itd work more like terrain materials where just the name seems to be all thats needed . I did try renaming the ItemData names found in the forest file and re-naming the brushes to match the names in the forest file neither way worked for me .Thank you Duion.
Duion
Posts: 1370
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Fri Jan 04, 2019 11:12 am
You can try merging all the managedItemData files, that should work, the brushes file is not relevant I think. You need all names found in the forest file in your managedItemData.cs file, ideally they attach to the correct models as well.
fLUnKnhaXYU
Posts: 84
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Sat Jan 05, 2019 5:08 am
Today , I replaced the brushes and managedItem files with the files straight from Konserian Highlands expansion . I then changed the addresses in the shapefile fields . Might be worth mentioning that I put the MIS and .FOREST and other files inside ; levels/KonserianHighlands/MIS_konserianHighLands/ , as well as , directly into the levels folder . neither way generated the forest . So , as you've said , I believe it breaks the file to change the item paths . Im pretty sure that bundling everything into the original file structure would work but my intent is to separate things a little , into specific expansion packs which sorta lends toward some organizational benefits of these nice packs various themes .
fLUnKnhaXYU
Posts: 84
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Sat Jan 05, 2019 8:04 am
OK , found it , first I needed to check the path to the forest file in the MIS file . then I was able to use the forest editors'
mesh tab to point to the new location of each item , go through all of the items one by one and all worked well . Thanks for your help .
Duion
Posts: 1370
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sat Jan 05, 2019 10:51 am
If you are using my asset packs, read the readme, it tells you how to install it, I think you have to install the Uberpack1 over the Konserian pack, since the Uberpack contains all the forest items and of course do not change the file paths or you have to upgade them in the managedItemData.mis.

But I would not suggest you to use my old asset packs, since they are bad, I upgraded the quality and functionality of some assets and use them in Uebergame now and threw away some bad ones. You can just use Uebergame as a base, since I regularly update and fix it, at least the assets, the scripts may be too complicated.
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