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JapanMechaKing
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scorpion091178
Medic


Joined: 23 Apr 2009

PostPosted: Sun May 31, 2009 9:09 am    Post subject:  JapanMechaKing Reply with quote  Mark this post and the followings unread

I have got the JapanMechaKing to be created at the japan war factory. i can build it, move it around, attack with it and it can be attacked by the computer AI but it is invisible.

Anyone have any idea why?

I did get some errors when building the mod but they where just art errors so i ignored them.

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Mon Jun 01, 2009 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

scorpion091178 wrote:
I did get some errors when building the mod but they where just art errors so i ignored them.

There's your answer.

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scorpion091178
Medic


Joined: 23 Apr 2009

PostPosted: Mon Jun 01, 2009 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

So where the Art files to fix it

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Fri Jun 05, 2009 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

You don't need any art. You just need the Asset Resolver to fix the assets.
The best is to use my extra files for the SDK (see my sig). Wink

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scorpion091178
Medic


Joined: 23 Apr 2009

PostPosted: Sat Jun 06, 2009 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bibber wrote:
You don't need any art. You just need the Asset Resolver to fix the assets.
The best is to use my extra files for the SDK (see my sig). Wink


where do i put the files

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Sun Jun 07, 2009 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Read the Readme.txt Rolling Eyes

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PostPosted: Mon Jun 08, 2009 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Bibber wrote:
Read the Readme.txt Rolling Eyes


still didn't work, still says it can't find the art files

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Mon Jun 08, 2009 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Then you did something wrong. It should just complain about unknown assets but not about missing files.

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purplescrin
Light Infantry


Joined: 21 May 2008

PostPosted: Fri Jun 12, 2009 6:59 pm    Post subject: Re: JapanMechaKing Reply with quote  Mark this post and the followings unread

scorpion091178 wrote:

I did get some errors when building the mod but they where just art errors so i ignored them.


That part you have to even though you checked in Fix Civilian Assets.

The only way that Mecha King (Shogun Executioner) will work is that you need Japan.xml file to support JapanMechaKing.xml in order for the model to work ingame. Also do not use Jonwil's latest civilian asset resolver, use Bibber's RA3 extra files instead. (attached in his signature) Using the latest civilian asset resolver winds up with mapfix error and the old one does not. And one more thing, do not check in medium or low LODs when compiling your mod just for that unit because I did not attempt to use that option(s). I got the Mecha King working when I used Bibber's RA3 extra files.

Bibber's RA3 extra files has the rest of the dummy art files including the Mecha King. But it doesn't matter, the mod sdk still reads the unknown assets of the Mecha King models. You have to ignore that. EALA is currently issuing the civilian asset problem confirmed by Jonwil.

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Sat Jun 13, 2009 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Medium and Low LOD should work.

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