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Helmet Without Textures


Aamaxu

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I am glad to hear that you have your mod loading without errors now.

 

Still, being the curious type, I have noted several changes:

  1. ARC_Helmet_BlacklightGhost_M in >ArchetypeName="AamaxuMod_Assets.Archetypes.ARC_Helmet_BlacklightGhost_M"<
  2. .Archetypes. (context) in >ArchetypeName="AamaxuMod_Assets.Archetypes.ARC_Helmet_BlacklightGhost_M"<
  3. AamaxuMod_Assets in >ArchetypeName="AamaxuMod_Assets.Archetypes.ARC_Helmet_BlacklightGhost_M"< which you did mention
  4. and TemplateName="Helmet_BlacklightGhost_M"

I suspect that all of the above factor into your mod now appearing in the game without errors; ... while I am left to wonder if AamaxuMod_Assets could be something closer to Helmet_BlacklightGhost and still work?

But this last is just my overactive curiosity at work and definitely NOT your problem.

 

Please have a great modding future,

 

~ JDDysart

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I also tested it with BlacklightHelmets_Assets and had no problems. I imagine merely adding _Assets to the end is enough to make any mod name unique enough for Unreal not to complain about.

 

Every texture is now TX_Blacklight<helmetname>_<helmet variation name>_M or _F

For example TX_BlacklightGhost_Default_M and TX_BlacklightGhost_Smile_M

If I've learned anything from this is that UE is a huge baby when it comes to names.

 

Thanks for assisting with this, man!

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