If you make a new brf resource file with the new meshes in you mod's folder as long as they have the same names as the old ones and you have assigned the right materials to them then the game will locate them on startup. But make sure that new brf resource file is defined in your mods module ini as load_mod_resource = whateveryoucalledit.
It works that way for everything else so it should work for the map mesh icons.
If you make a new brf resource file with the new meshes in you mod's folder as long as they have the same names as the old ones and you have assigned the right materials to them then the game will locate them on startup. But make sure that new brf resource file is defined in your mods module ini as load_mod_resource = whateveryoucalledit.
It works that way for everything else so it should work for the map mesh icons.
I know that. But should it load only the one from the mod if i added it in the module.ini file? If I erase it in the game file than I will crash the game and the rest of the mods.
I had problems with that too. Try this copy all the meshes materials and if you have new textures for them "textures" to your mod folder. Rename all the old materials in your mod folder and link them to the models. Then you won't have any duplicate materials.
That will deal with the reregister error for materials you'll have to rename the meshes in your mod folder too. But you will have to change module_map_icons so it finds your new map_icon_meshes. EDIT the mesh icon name is the one underlined. The first name is just the reference name for other module files.
sorry for the late response, but there is one thing to note about the map_icons file and the parties file. When compiled, they are done in an odd way. So if you create and add icons, and before compiling, add the icons to the parties.py file, you will have problems.
What I recommend doing is adding your icon definitions first. Compile, and run the game. Then exit, and make the changes in parties.py. This includes if you replace existing icons. I've done it with my mod, but it would not compile properly unless I did it this way. So make your own icons (different names), and just replace the native ones in the parties.
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