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No.Does "Woodes Rogers" let you enter the fort interior?
Would be a nice touch.@Jack Rackham: any objection to me using your "storehouse_destroyed" model? If I'm going to scrub the port area to remove the tower, I could replace the warehouse with the damaged one, in keeping with this being about 30 years after the events of "Assassin".
Someone added them to the intact warehouse to create "b_warehouse.gm", but TOOL refuses to read "storehouse_destroyed.gm" so the locators can't be added.
Check this out:Someone added them to the intact warehouse to create "b_warehouse.gm", but TOOL refuses to read "storehouse_destroyed.gm" so the locators can't be added.
This thread talks about updates to .net framework causing the problem.
“Model could not be read” bug in “Tool”
I have an old XP machine and although I no longer use it connected to the outside world I didn't want to downgrade its .net with the uncertainty of upgrading again without connecting online. However I also have an old millenium laptop (hey I even have win 95 and 98 on plug in drives for it but they don't support usb) to which I took the current lineship1.gm and tool. I had to download .net framework 1.1 (there is a link in the help file - which gives an self-installer) for tool to work on Millenium but it then loaded the gm and I could read the locators.
So in summary confirmation that Tool will still read that model (and presumably the others that it refuses) on an old enough configuration. The thread also suggest a virtual machine with xp and net 1.1.
Success!
View attachment 37361
You need to use an older version of VirtualBox to get it working properly, as 3D acceleration is not supported in Windows XP in the latest version.
Version 5.2.44 works for me.
Clever!So I did a bit of hacking inside my "initQuestItems.c" and "StartStoryline.c". Copying bits from "InitBuildingItemJRH" and "InitBLDexterior", I made a custom definition in "initQuestItems.c", created a new version of "RESOURCE\MODELS\Locations\outside\Mayak\mayak_ls.gm" to add a new "randitem" locator, then used your trick of placing an item on it and reducing its size to 0 so that nobody can pick up the item. Apart from showing the ruined warehouse without errors in "system.log", this has the advantage that I don't need copies of the model or texture files - I persuaded the custom definition to use the model from "RESOURCE\MODELS\Locations\upgrades". And that means nobody is going to look through the "BuildingSet" folder, find a ruined warehouse, try to make a build item out of it, and run into the same problem.
Nice touch, makes it just a bit more special.
Since you have this already set up, perhaps you can edit "RESOURCE\MODELS\Locations\upgrades\storehouse_destroyed.gm", add the locators, then save the result into "RESOURCE\MODELS\Ammo\BuildingSet"?If you need help with finding Windows XP just PM me.