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ok maybe this thread helps you more.
http://www.titanquest.net/forums/mod...t-manager.html here is a similar problem described.
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Andormeda's Sacrifice (Mod) out now (working on a revised Version) TQ Modding Wiki http://www.seven-m.de/user/herbert/u...TQnetForum.gif |
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I_Raps,
just checked some old links, incl. this one: VN Boards - Editor not loading my database. (sorrys for the late response) First off to answer your question ... Quote:
I think this entry would point to a database that is not on a local drive and could be used in network mode. I've heard about that feature for TQ-IT so that several people could work on the same mod without any hassle but using the exact same (external) resources. Now I was looking at Prowlinger's screenshot of his Art Manager. Babel\database\records\.. One thing I'd be curious about is whether additional main folders (like "_MercilessCreations") with their respective subfolders did show up in normal TQ editor and reference dbr's correctly? I think it is mandatory to put stuff where the editor would expect it. For example: "Babel\database\records\creature\monster\"category _x"\cyclops_enslaver_33.dbr" should be okay, where "category_x" is a new custom folder for that creature category. ----- This is how I usually do it: Art Manager -> Database tab; Menu -> Database -> Import Record, browse what original resource I need. ![]() Now it looks like this: ![]() Create a new folder, copy and paste the dbr, rename and modify it to whatever you need, save the new dbr and delete the original resource: ![]() Build the database and exit Art Manager. Clone your custom mod to where IT is installed so the editor will be able to read your database. ( ..\Titan Quest Immortal Throne\custommaps ) Now open up the editor, open your mod and you should have your resource:
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Mune Caroon,
Thanks for your help, but I don't know if that would work or not... Let me explain. Searching through dozens of threads for an answer to this, I found a number of other issues people were having, notably the "blackout" screen for levels smaller than 128 x 128. I instantly convulsed because the mod I was making was smaller, so I tried it out with a character and sure enough, total blackness. So, I started from scratch with a 128 x 128 level and used the "copy finished mod into TQIT install directory" approach and everything works now (ahem, everything works now AFTER addressing another issue that cropped up - the Art Manager couldn't save or compact the map because the Editor was saving the .wrl file in the wrong directory). I may try out a new small mod just to see if the database issue is in fact related to the size of the level like the blackout issue, but for now I'm actually working on making a playable map. Thanks again. |
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