davidlallen Posted February 28, 2016 Share Posted February 28, 2016 i was right on the dot to identify paths and/or INI declarations as the likely culprit of your buggy situationSorry, I did not follow. What worked was both, changing the name of the file to include UILibrary_, and copying somebody else's upk which was magically an "external" package instead of a "new" one. There was no problem with the spelling of the path in the ini declaration. We have previously discovered unexpected requirements on filenames such as this one:http://forums.nexusmods.com/index.php?/topic/3837480-best-practices-with-ini-changes/&do=findComment&comment=34947640But how would I even change a upk from new package to external? Link to comment Share on other sites More sharing options...
Amineri Posted February 28, 2016 Share Posted February 28, 2016 When you first create a package, it shows up under "New". Then you save it. When you close UnrealEd and re-open your package, it should then show up under "External". That's how it's always worked for me. Link to comment Share on other sites More sharing options...
davidlallen Posted February 28, 2016 Share Posted February 28, 2016 Interesting. When I open the package in my first attachment, it shows up under "New" every time I open it, not just the first time. Is there something I have to do before I save it the first time, to make it stop being new? Link to comment Share on other sites More sharing options...
Amineri Posted February 28, 2016 Share Posted February 28, 2016 I don't think I'd ever done anything special. I just make sure to save the package in the Mod Projects folder (not under XCom 2 or XCom 2 SDK folder). Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 29, 2016 Share Posted February 29, 2016 (edited) This is all confusing to say the least. How i perceive this UPK "saving @correct locations" mystery may not matter much but here goes anyway from my low level experience... 1) When i need to create such Content (the initial folder isn't initialized when creating the basic "Solution/Project" structure -- and that tricky folder must be created externally to later host the UPK) i drag/drop (from UE libraries) copy/paste (from some other sources -- risky but doable) anything while the regular UE formatting configs just popup for naming & definition of settings. At that point, it's in the 'new' directory. Save. Immediately exit everything 2) Load the Mod (project) from ModBuddy. That step is to verify *IF* the new UPK has been correctly inserted in the freshly created Content. Build/Solution + Build/Project... ready to do any additional archiving stuff. But this time, i simply load up (Tiny OpenFolder button) the UPK straight from my working folder (for most people, this is "C:\..\\Documents\\Bla-Bla.." but for me it's a partition away from OS-C:ore drive "D:\XCom_TWO\MODS..") which ends up being listed by UE under external packages. While all the game assets are in "G:\Steam\bla-bla..". This way nothing can get scrambled inadvertently, i feel. Then, anything edited/added/fixed is ONLY applied to that specific file. This is a old habit i took when working on Civ5 mods. 3) Further down the development process, any updates are only applied by the "XCom 2\XComGame\Mods.." folder since that's what the Steam Launcher refers to and conveniently pushes down in the list of valid & active Mods. Making it obvious even to me, what and where things come from and under which context. As a bonus, tracking the saves dependencies too. 4) The other mimicked UPK libraries are by-products (but essential) of compiling, AFAIC. And stand there as slack-task resources to allow ModBuddy + UE methods to perform what they must. The reasoning is that MY own work is maintained/Backed-UP/manipulated --exclusively-- from the D:Drive at all times and for any good reasons. The rest is automated and as long as i don't get "FAILED!".. i'm okay with that process. PS; David, No answer about LAB stuff, yet? Edited February 29, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 29, 2016 Share Posted February 29, 2016 Btw.. MachDelta -- sorry for Hi-Jacking your thread with our off-topic conversation but it's what Nexus is about -- community involvement(s). :ninja: Link to comment Share on other sites More sharing options...
MachDelta Posted February 29, 2016 Author Share Posted February 29, 2016 I don't mind at all guys. I actually haven't tried mucking with the texture in UnrealEd since posting this thread (it's sort of low priority right now but eventually I'll have to figure it out). I'll let you know if I do get it working or not though. Or possibly beg someone to do it for me, haha. But hopefully I don't ever have to get that desperate :) Link to comment Share on other sites More sharing options...
MachDelta Posted March 2, 2016 Author Share Posted March 2, 2016 Well, it looks like I fixed it. The solution to my little issue appears to have been launching UnrealEd without a project loaded in VisualStudio. Suddenly everything is working just peachy and textures are saved in a .upk, and a chorus of angels sang from on high, etc... :mad: :mad: :mad: :mad: :mad: The quirks of this program are going to drive me to drink. More than I already do, anyway. :laugh: Link to comment Share on other sites More sharing options...
leobanz Posted March 11, 2016 Share Posted March 11, 2016 Looks like you guys may have some insight on a problem I'm having with texture-customizing mods.Feel free to remove my post if it seems irrelevant, but I'll let you see the images I've compiled and hopefully you can tell me what I'm doing wrong or what I need to do in order to fix these issues. http://www.tiikoni.com/tis/view/?id=39b0097 My mods folder is in C:\Users\*****\Documents\My Games\XCOM2\XComGame\ModsAnd my XCOM 2 folder is in D:\XCOM 2\steam\steamapps\common\xcom 2 Please help me! T-T Link to comment Share on other sites More sharing options...
davidlallen Posted March 11, 2016 Share Posted March 11, 2016 (edited) AFAIK, the rainbow img: icon appears when the spelling of the resource in the upk file doesn't match the spelling of the resource in the uc file. In the unreal editor, check for the exact resource name spelling. Then, find the corresponding img: line in your uc file. These should exactly match. Once you have one icon working, then you will see the pattern and you can make all the other ones work. It may also help to look in the log file and search for lines like "Failed to load texture". You may also find these lines by searching for the name of your upk file in the log file. Edited March 11, 2016 by davidlallen Link to comment Share on other sites More sharing options...
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