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About Bibber

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  • Birthday 25/02/86

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  1. Error message? Screenshot?
  2. And if you would have read the documentation that comes with WrathEd, you would have known where to put your files...
  3. Pitching up is part of the deploy animation I think and not part of the draw's turret setting there. And as you can see, there isn't even defined a pitch bone. Worked fine for me in a quick test.
  4. What the hell are you doing with your SDK folder? I never heard that WrathEd deletes something from the tools folder. Oo Also if you extract something from the game, load the skudef file, not a single big. That should avoid the "Asset not found" part. And see the documentation regarding sound assets. Menu entry: XML Assets. Paragraphs: Asset References and Pipeline Object IDs. The sample mod works pretty good in any cases.
  5. I just did a small test and all you need to do to the original specter is to remove the turret setting in the draw: <Turret TurretNameKey="BONE_TURRET" TurretID="1" /> It doesn't use any pitch bone so you can completely remove the node. Done. Also I suggest setting ReAcquireDetailType to "PRE_FIRE" in the weapons.
  6. You know that the VeterancyCrateBehavior is a CollideBehavior? You need to make a new Player Upgrade that triggers the existing Object Veterancy Upgrade in each unit you want. And for adding a new unit, there is a sample mod shipped with the SDK that adds a new unit to the barracks IIRC.
  7. True, but he wouldn't have to mess around with all the other stuff in max.
  8. Ehm, extracting from the WB stream, renaming all IDs, adjusting the references and putting into the mod stream ... results in complete new objects that run fine in the mod. There is nothing that is loaded from the WB stream then (related to the subway).
  9. Wow ... you should have stayed on the track of just renaming all the w3x ... i bet it works fine.
  10. Actually, I stole that from shmafoozius (aka ThunderX86).