When I use the "Commander Mengsk" Blizzard mod as a dependency, I can use such things as the "ghostmengsk" model, which is the ninja-looking ghost.
However, I can't use the "Commander Mengsk" mod for my final product because of the dependency nonsense in the co-op mods (I posted about this below; nobody was able to solve it).
Saving the "Commander Mengsk" mod as a folder and looking inside, I don't see any texture or model files. The only reference I see to the ghostmengsk model is in the "preload.xml" file, where it calls:
The editor won't let me import "preload.xml" into my mod because it has a reserved name. Also, finding the file in the "preload" command under the mod menu in the editor did nothing. I suppose I could extract it and import the whole model into the mod, but it seems like I should just be able to point to the existing one.
I think I figured it out heh. The "model" I want to select for the actor is a data entry that the editor calls a model, but isn't an actual model file, so I need to copy the data entry for that model. I don't actually work on the mod too much and haven't confirmed yet, but if I don't come back to discredit this theory, this is it.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
When I use the "Commander Mengsk" Blizzard mod as a dependency, I can use such things as the "ghostmengsk" model, which is the ninja-looking ghost.
However, I can't use the "Commander Mengsk" mod for my final product because of the dependency nonsense in the co-op mods (I posted about this below; nobody was able to solve it).
Saving the "Commander Mengsk" mod as a folder and looking inside, I don't see any texture or model files. The only reference I see to the ghostmengsk model is in the "preload.xml" file, where it calls:
<Asset path="assets\coop\mengsk\units\ghost_mengsk_coop\ghost_mengsk_coop.m3" Type="Model"/>
The editor won't let me import "preload.xml" into my mod because it has a reserved name. Also, finding the file in the "preload" command under the mod menu in the editor did nothing. I suppose I could extract it and import the whole model into the mod, but it seems like I should just be able to point to the existing one.
How do I get my mod to use that model?
I think I figured it out heh. The "model" I want to select for the actor is a data entry that the editor calls a model, but isn't an actual model file, so I need to copy the data entry for that model. I don't actually work on the mod too much and haven't confirmed yet, but if I don't come back to discredit this theory, this is it.