Forged Alliance Forever Forged Alliance Forever Forums 2018-07-09T14:19:51+02:00 /feed.php?f=41&t=16416 2018-07-09T14:19:51+02:00 2018-07-09T14:19:51+02:00 /viewtopic.php?t=16416&p=165749#p165749 <![CDATA[Re: How to point your modded unit to vanilla ressource path ]]>
Ty for your answers.

Statistics: Posted by Franck83 — 09 Jul 2018, 14:19


]]>
2018-07-08T23:19:34+02:00 2018-07-08T23:19:34+02:00 /viewtopic.php?t=16416&p=165732#p165732 <![CDATA[Re: How to point your modded unit to vanilla ressource path ]]> Statistics: Posted by Resin_Smoker — 08 Jul 2018, 23:19


]]>
2018-07-08T18:41:51+02:00 2018-07-08T18:41:51+02:00 /viewtopic.php?t=16416&p=165725#p165725 <![CDATA[Re: How to point your modded unit to vanilla ressource path ]]>
Code:
        Mesh = {
            IconFadeInZoom = 130,
            LODs = {
                {
                    MeshName = '/units/uab4301/uab4301_lod0.scm',
                    AlbedoName = '/units/uab4301/uab4301_albedo.dds',
                    SpecularName = '/units/uab4301/uab4301_specteam.dds',
                    NormalsName = '/units/uab4301/uab4301_normalsTS.dds',
                    LODCutoff = 200,
                    ShaderName = 'Aeon',
                },
                {
                    MeshName = '/units/uab4301/uab4301_lod1.scm',
                    AlbedoName = '/units/uab4301/uab4301_lod1_albedo.dds',
                    SpecularName = '/units/uab4301/uab4301_lod1_specteam.dds',
                    NormalsName = '/units/uab4301/uab4301_lod1_normalsTS.dds',
                    LODCutoff = 300,
                    ShaderName = 'Aeon',
                },
            },
        },

Statistics: Posted by Uveso — 08 Jul 2018, 18:41


]]>
2018-07-08T13:10:55+02:00 2018-07-08T13:10:55+02:00 /viewtopic.php?t=16416&p=165718#p165718 <![CDATA[Re: How to point your modded unit to vanilla ressource path ]]>
Code:
Mesh = {
            IconFadeInZoom = 130,
             LODs = {
                {
                    AlbedoName = '/units/UAL0001/UAL0001_Albedo.dds',
                    LODCutoff = 500,
                    MeshName = '/units/UAL0001/UAL0001_LOD0.scm',
                    NormalsName = '/units/UAL0001/UAL0001_normalsTS.dds',
                    Scrolling = true,
                    ShaderName = 'Aeon',
                    SpecularName = '/units/UAL0001/UAL0001_SpecTeam.dds',
                },
            },
        },

Statistics: Posted by Franck83 — 08 Jul 2018, 13:10


]]>
2018-07-08T13:03:56+02:00 2018-07-08T13:03:56+02:00 /viewtopic.php?t=16416&p=165717#p165717 <![CDATA[How to point your modded unit to vanilla ressource path ?]]>
I'm modding a unit weapon in bp but i want to use vanilla graphical ressources (i don't want to duplicate ressources).
When i modded only a bpunit, engine is looking in the modded rep and send error if no ressource is found. So how can i point it to vanilla path ?

Code:
        Mesh = {
            IconFadeInZoom = 130,
            LODs = {
                {
                    LODCutoff = 175,
                    Scrolling = true,
                    ShaderName = 'Aeon',
                },
            },
        },



WARNING: Failed to load mesh for blueprint /mods/alliance_of_heroes/hook/units/ual0001/ual0001_mesh

Ty for your help

Statistics: Posted by Franck83 — 08 Jul 2018, 13:03


]]>