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Register and log in to move these advertisements down MOD objects in WB
This article is a very Basic way to place objects from a MOD into WB This is for BFME2 ver 1.06 (latest patch) Just install the file BELOW and follow the installation instructions on the 3rd page of this tutorial and Open up WorldBuilder It will not use the exact Model of the new objects but a Stand-in Model of your choice It will allow you to use upgrades that are already present in-game The Codes shown here are in the Download .. this is a preview to understand how it works Say you want to make a new BASE file with a Fortress named NewFortressCitadelTEST and Buildpolts named NewBuildPlotTEST
This will allow you to place the object named NewFortressCitadelTEST and the buildplot named NewBuildPlotTEST where you want it The stand-in model is MBKingPlc_SKN for the Citadel but in your mod you can have the real model It will be accessed in BynativeType \ Men \ Structures Links / Downloads
Credits
CommentsDisplay order: Newest first JUS_SAURON - Monday August 8, 2011 - 18:28 No .. but this will allow Base file to be created with buildplots .The REAL files in the MOD has all the true coding Titan Cronus - Thursday December 30, 2010 - 16:08 When I try to do the tutorial, it worls with the stuff that comes with the file I download but when I add my own stuff it causes the WB to have an error when I try load it up. I think that its something to do with the new factions, like when I try to add a model that belongs to a faction not already in the in WB, it casus the error. Do you have any ideas how I get around this? |
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