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Bibber

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About Bibber

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    Lance Corporal
  • Birthday 25/02/86

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    Germany

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  1. Why the hell do you blame EA for that? Blame jonwil for it. As Lauren said menues are made with Flash. And these XML are just a representable form of them made by jonwil. EA has nothing to do with it. And before messing with menues you should understand how to mod SAGE games in general.
  2. RTFM! ... XML Assets -> Asset References / Pipeline Object IDs
  3. Or just an editor like Notepad++ which can do regex replacements in multiple files at once. No extra tool needed.
  4. You need to import the whole hierarchical model. That means: Put all parts (container, hierarchy, obbox, mesh) of it into one single file and import that one to 3ds max. It will ask you for 2 files: hierarchy and container. You can choose the same file both times if you have everything in there.
  5. Error message? Screenshot?
  6. And if you would have read the documentation that comes with WrathEd, you would have known where to put your files...
  7. 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.
  8. 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.
  9. 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.
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