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Building Skins , Delete objects in .wld Files (Solved)

Posted: Mon Dec 29, 2008 10:46 pm
by Null_1138
I trust everyone remembers the BF1 Kashyyyk huts, and how cheesy their skins looked compared to BF2's? I do. That's why I modified some of the BF2 skins so they work with the BF1 huts.

Here's what I did: I used the MSH Viewer Tipam graced us with to see which skins the old huts called for. I opened them up in Paint Shop Pro, along with the skins that matched them in BF2. Example: two different skins called kas2_metals.tga, so I selected different parts in the BF2 skin and pasted them onto the BF1 skin so that it looked appropriate. I did this for all the skins they called for.

I put the huts in ZE. They looked great. I decided to add the holotable.msh in the main hut, but that msh also called for kas2_metals.tga, making it look horrible ingame, because I changed it so it would look good on the huts.

I went into wordpad and opened up the holotable.msh in document form. I saw the line that said kas2_metals.tga. I replaced that with this: kas2_metal2.tga. I took the shipped kas2_metals.tga and resaved as kas2_metal2.tga and placed it into the correct folder. Next time I opened the map, ZE :runaway: and said "ZE has encountered an error and has to close."

I undid the steps I did in the above paragraph and got my map back.

How do I get holotable.msh to use a different skin than what it calls for?

I also have another question, about .wld files, but is it OK to ask in this thread?

Re: Building Skins

Posted: Mon Dec 29, 2008 10:53 pm
by Commander_Fett
well, I know in a lot of mshs, it calls for the texture 2 or three times (all near the top). Did you change all the ones you saw?

Re: Building Skins

Posted: Mon Dec 29, 2008 10:57 pm
by Null_1138
Yes I did. I checked the top, then scanned the .msh with Ctrl+F.

Re: Building Skins

Posted: Mon Dec 29, 2008 11:14 pm
by NullCommando
Open the mesh in an hex-editor and change the 's' in metal to the number '2' and hit save as, and it'll work. And, why'd you use wordpad? At least use notepad to avoid issues.

Re: Building Skins

Posted: Tue Dec 30, 2008 12:02 am
by Grev
Dont use either. Get the hex editor. The link to it is in the FAQ. Note/ Word pad are known to be buggy and not work for lots of models.

Re: Building Skins

Posted: Tue Dec 30, 2008 4:16 am
by AQT
If you use Notepad or Wordpad (don't ever use it) to edit a .msh file, you will corrupt it.
I also have another question, about .wld files, but is it OK to ask in this thread?
Ask away.

Re: Building Skins (Solved) & .wld Files

Posted: Tue Dec 30, 2008 12:31 pm
by Null_1138
OK, I changed the title to better appropriate the subject now.

Speaking of the problem I had with the building skins.. One of the things I tried to get ZE working again was to delete the corrupted holotable.msh from ZE, without opening ZE. I opened Word/Notepad (can't remember which) and opened my .wld file. I scrolled through and fund a list of models being used in the map, along with their location coordinates, one of which was holotable.msh.

Needless to say I found it very interesting and thought, "could I just delete the model?!" Of course I didn't, I found anouther route.

My question, then, is: Could I just delete the model from the .wld without opening ZE, and so the next time I run it it won't be there? Or what steps would I have to do to delete a model from a map without going into ZE?

Re: Building Skins (Solved) & .wld Files

Posted: Tue Dec 30, 2008 12:48 pm
by Aman/Pinguin
Null_1138 wrote: Needless to say I found it very interesting and thought, "could I just delete the model?!" Of course I didn't, I found anouther route.

My question, then, is: Could I just delete the model from the .wld without opening ZE, and so the next time I run it it won't be there? Or what steps would I have to do to delete a model from a map without going into ZE?

Yes you can. Just open the wld file and remove the object's part. I use that method for similiar things such as not selectable objects or, like in this case, ZE crashing models. This should always be the last option to choose though.

Re: Building Skins (Solved) & .wld Files

Posted: Tue Dec 30, 2008 3:56 pm
by Null_1138
Ok, thanks a lot Pinguin!

Re: Building Skins (Solved) & .wld Files

Posted: Tue Dec 30, 2008 3:56 pm
by Maveritchell
Yeah, deleting an object straight out of your .wld or .lyr files will be the easiest (I think if your object was in the base layer, it'll be in the .wld file, otherwise it's in the corresponding .lyr file).

The .wld file is well-organized, but in your .lyr file make sure to take out only the correct part. You don't want to be deleting bits of other objects:

Code: Select all


Object("tripleholotable", "tripleholotable", -298073352)
{
	ChildRotation(0.708, 0.000, -0.707, 0.000);
	ChildPosition(401.268, 75.928, 111.136);
	SeqNo(-298073352);
	Team(0);
	NetworkId(-1);
	Layer(2);
}