(Hint: Use Shift + Click, Ctrl + Click, or Ctrl + A to select multiple assets).Ĭlick "Save All" in the Content Browser to commit the Chunk assignments. When prompted to add the Chunk ID, enter 111. Right-click the with the assets selected and choose "Asset Actions" -> "Assign to Chunk.". The material and skeleton files should not be assigned a chunk. In the example mod, this in the contents of the Meshes and Textures folders. Select all the meshes and textures to be shipped with the mod. In very simply terms, this means they will be output to a PAK file using a specific number, rather than default PAK names that come with the game (e.g. In order to "cook" our mod into a PAK file that is ready to be exported the new assets will be assigned to a custom "chunk". If the "Assign to Chunk." menu option does not appear, review the project and editor settings in Getting Started. This tutorial assumes the steps in Getting Started and Creating an asset replacement mod have been followed up to this point.
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