Did anyone investigate about Panzer III? The entity blueprint is the Pz IV F1 in the EBPS but it has a gun in Weapons and maybe it has an entity for it. Where can I investigate? Is it actually possible?
Not that it has that much of a point but still it would be fun... |
what is "exit code 4" ?
i have 5 of my OKW vehicles crashing the burn process due to an "exit code 4" error. what is that and how can I solve it?
my folders, folder structure, textures and everything is the same in every vehicle folder. yet all three of the halftracks, the jagerpanzer IV and the panzer II luchs cause this error.
my mod folder is in the main directory of the game (my Steam is in D:/program Files .... so my mod folders for tuning and skin pack is in D:/mod folder
what confuses me is that the file structure and mod folder location must be ok (it even fixed the problem you helped me with Eliwood, now I dont have the "too long name" problem anymore)and every other vehicle in the folder burns just fine except for a few. It comes back with this mysterious "error code 4" and prevents the skin mod from burning/building.
for now I removed those vehicle folders from the mod and it burns fine. If I try any of the problematic ones it gives me the finger.
Totally in uncharted territory...
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is there any way to make skin editing to troops and stuff like anti-tank-guns or arti? or only vehicles?
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thanks, it helps really!
may I ask another one?
how can I get rid of unit occlusion? so they dont show behind bushes and sandbags and sitting on a Flak ... any way to do that? I even combed through COH forum for that but didnt find it.
found it! |
thanks, it helps really!
may I ask another one?
how can I get rid of unit occlusion? so they dont show behind bushes and sandbags and sitting on a Flak ... any way to do that? I even combed through COH forum for that but didnt find it. |
Hi guys,
I was looking around but could not find any answer to my problem.
Please help me out if you can.
I built a skin pack and when building the mod, during the burning process my mod comes back with an error message saying the I exceeded the 280-character limit so the filename is too long.
It effects three OKW vehicles:
-halftrack_sdkfz_251_infrared
-panzer_iv_sdkfz_ausf_i
-panzer_ii_luchs_sdkfz_123
If I remove these folders from my main mod folder the skin pack builds and burns beautifully. Otherwise the process stops and my mod does not build.
Did any of you have the same?
Figuring this out on my own exceeds my capabilities, I tried but nothing worked.
Thanks in advance. |
I am guessing, it is Shark container....
There are third party and community tools for that but it might not work ourside its "development environment"
Anyway, i have another question. Not that it makes any sense really, other then COH is much easier to mod, can we perhaps import COH2 models into COH? Or is it a totally different setup in COH2?
Again....just curious... |
Thank you! If I run into trouble I will post. |
You guys are super in feedback and thank you all very much. I ordered the game today with all existing dlc and I will see.
I read thru your answers carefully and I think we have to make a healthy compromise between what we want and what we get. I suppose that the game is made with a bunch of third party tools and those cannot be included in a modding tools set. Because of the lack of rights and authorization. So I guess we got what they could give us. Which is probably not much.
I wonder though... Because COH originally had nothing for us but dedicated people like Cornix and Copernicus made wonders in terms of community tools. How come we dont have community tools anymore.
I used to play COH (seems now,like ages ago) and did some modding on my own (basics really) but it seems to me that with COH2 we lost the community base.
Far as I can tell, there are very few people still interested in the game and modding possibilities anymore.
Anyway, thanx again for the help and responses!
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thanx for the warning...
may I ask guys what is it good for? or should just look at Eliwood's tuts and find out? |