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"mods dont work unless you set model detail to high", soluti
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jonwil
Rocket Infantry


Joined: 24 Jul 2005

PostPosted: Tue Aug 28, 2007 12:20 pm    Post subject:  "mods dont work unless you set model detail to high", soluti Reply with quote  Mark this post and the followings unread

Basically what is happening is that when the model detail is set to low, the game reads mod_l.manifest instead of mod.manifest
There are 2 possible fixes:
1.Add something to buildmod.bat to duplicate mod.* as mod_l.* before it compiles the .big file
2.Add something to buildmod.bat to compile a seperate mod_l.xml (which would allow you to have seperate low-detail models in your mod if you wanted to)

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jonwil
Rocket Infantry


Joined: 24 Jul 2005

PostPosted: Sun Sep 02, 2007 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

According to a post by DeeZire on the DeeZire forums, this is the solution from the devs for this problem:

Yes, getting this posted officially soon, but here is the
workaround explanation:

Basically we need to get the modders to build their assets twice like we
do when building in high and low lod. They can do this by adding
another line to their buildmod.bat files that basically executes the
build a second time with and updated commandline. Here is what that
would look like:

Original:



@echo Building Mod Data...

tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml"
/od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /vf:true /ls:false /gui:false
/UsePrecompiled:true /LinkedStreams:true



Updated:



@echo Building Mod Data...

tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml"
/od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /vf:true /ls:false /gui:false
/UsePrecompiled:true /LinkedStreams:true



@echo Building Mod Data in LOW LOD...

tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml"
/od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /vf:true /ls:false /gui:false
/UsePrecompiled:true /LinkedStreams:true /BuildConfigurationName:LowLOD
/BasePatchStream:"%cd%\builtmods\mods\%1\data\mod.manifest



They can add some kind of optional parameter to make this optional but
for now just adding that second section to buildmod.bat would suffice.
Then they will need to add the following which will fix the crash that
will follow if it's not there:



del "%cd%\Builtmods\mods\%1\data\mod_l.version



This needs to be placed before the line:



@echo Creating MOD Big File...

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Koen
Vehicle Drone


Joined: 25 Apr 2004

PostPosted: Mon Sep 03, 2007 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Very interesting. I'll need to update my batch script then.

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