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Importing XML files together with FBX into w2mesh - Anyone solved this issue yet?


kerry0000

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@Scoutbr0 - You mean that when I import my .fbx and corresponding .xml back into a .w2mesh file, I should point to my uncooked folder (where I uncooked my base game using wcc_lite) for the depot parameter? Can't remember if I've tried that or not...

 

I've just downloaded W3Oven (0.8b) so I'll give that a try too. Thank you for the recommendation.

 

I'm not sure what you mean about the difference between the uncooked folder and the uncooked depot. My "uncooked" folder is where my base game was uncooked to by wcc_lite. This is the folder I reference when adding the -depot=<dirpath>\Uncooked in wcc_lite when I re-import my edited files, or have I missed something?

 

Finally, changing the "local" boolean means editing the xml file exported from the .w2mesh, but that's where my issue begins, because I can't seem to import that xml data back into the .w2mesh.

 

Thanks again for taking the time to assist. I truly appreciate it.

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[sOLVED]

 

It wasn't an xml/fbx issue, it was just that I had not edited the flatCompiledData variable in the .w2ent file that defines which mesh to load. Every .w2ent file that defines which meshes to load has two variables that BOTH have to be changed: the initial path for the "mesh" variable, and also the same path within the "flatCompiledData" variable.

 

Also, changing the -depot value to "local" instead of a path to the uncooked folder when importing a mesh via wcc_lite is how I avoided the "header CRC mismatch" errors, allowing me to import custom .xml values.

 

Problem solved.

 

@KoalaNalle - You were right, it does have to be a DLC file (not a mod) :thumbsup:

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