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noone045

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  1. Wwise project is outdated, but game code still has those events, obviously. In this case you can create virtual folders for all missing maps (or copy one and rename it), then go to scripts.pkg/scripts/arena_defs (in WoT filea) and copy individual events from missing maps, in this case from 121_lost_paradise_v.xml and 128_last_frontier.xml (paragraph "wwMusicSetup" or sth like that, parameter names are events you're looking for) This logic also applies to any other events that are within the game, but not this project
  2. Hey I'm aware of space.bin-utils, but I'm not into sourcecode things at all and thus I had no idea how to use it, so I can't really know if it works either. If you or someone else could lay down what to do to unpack the *.bin step by step, I'd be very thankful.
  3. I tried doing what's in the video and it in fact crashes the game. In that case, is there any other method which also isn't nearly impossible to pull off?
  4. Thanks! I already kind of solved the problem by opening the old models in Blender, but I'd still want to at least try opening them in current game version. Thanks for showing the process, even if out of date now. I tried doing exactly what's in the video, but I had no clue that tracks were breaking the game, which most likely was what led me to failure that one time. By the way, here are those models - the only reason I started trying to learn this process in the first place
  5. Hello. I'm completely new to UE and I just start learning it. I don't intend to use it for map creation, but to change environment parameters (sky, lightning and all related parameters). What do I need to do to load existing map files in UE? All I'm stuck with at the moment is the default hangar_v3 map
  6. Which specific file changes lightning on maps? I don't mean shadow or sun parameters etc. (environment.xml), but rather the color and brigthness of base lightning. Is it reliant on parameters in a script (like shadow and fog in environment.xml) or rather some shader file?
  7. Hello. I'm looking for a way to effectively unpack WoT audio files including audio file names and soundbank structure (events, states and all other parameters). I don't think there's a way to open existing soundbanks within Wwise authoring directly, but maybe there are some ways of gathering info I listed above. I know how to repack audio files, but I don't know how to get the necessary info about them in the first place.
  8. Hello I really looked into this and can't find a solution. Currently tanks use individual *.dds for each module separately, meanwhile SD models had textures for the entire tank in one *.dds, however that's not the issue, since the SD skin for T-50-2 interestingly also uses old system of whole tank on one texture, meaning the game is still capable of reading it. The main problem is that "technical" texture files are completely different - current game uses AO, ANM and GMM, while old system used CM, SM and NM. (T-50-2 skin also uses current ones, regardless of being in "old system). Also, I'm somewhat lost in xmls (including visual and primitives) and I don't really know which file exactly I need to edit. My final goal is to replace current Tiger I model and textures with how the tank looked in prehistoric times (patches 0.7 and earlier). Why I do this is because I actually found all texture files for the long gone tiger skin easteregg from 2010 open beta and now I'm desperate to see how it looked in battle. I'm way too little skilled to find a solution on my own and I've already tried multiple times. I'd really appreciate any help.
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