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Some assets are bound to one level. This means, the asset is part of the level’s bundle in the cooked game, which is only loaded when playing on that particular level. Here’s how to fix that problem.

Some entities in the existing depot use materials that are only present in specific bundles and won’t be pulled into the mod automatically with the mesh they are on. Because of that they will be invisible on other worlds in the game.

This happens when you check out an entity that has a bunch of meshes, the Material Instances (.w2mi) files are not pulled into the mod with the meshes (.w2mesh). Missing meshes could lead to having buildings with see-through walls etc.


The issue

Here’s an example of how this problem affects the game.

Note

Everything will look fine in REDkit. However the problem will become visible after you have published your mod and see the same place in the game.

Create a new world or use an already existing one. Add a Kaerto house entity on a new layer to the level. You can find it here:

  • environment\architecture\human\skellige\ard_skellig\kaer_trolde\buildings\old_set\entities\kaertro_house_big_old_exterior.w2ent

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Now save and publish the mod project, and install it in the game's installation folder.

Travel to the mod’s new world in the release game and check if you see the walls in the building. If you choose the Novigrad poppystone village as for the location for the new building, since it’s the first area where the player will be when starting the game with Blood and wine only mode.)

Table of contents:

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excludeSome assets are bound to one level. This means, the asset is part of the level’s bundle in the cooked game, which is only loaded when playing on that particular level. Here’s how to fix that problem.
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How the wall looks in REDkit:

9de5769e-3414-4229-8bbd-257755d3290b.jpg


How the wall looks in the game:

7da6d7e3-885e-43da-8e7c-bac7eb6726b7.jpg


The fix

Here’s how to get rid of this problem.

First a reminder that the issue exists when you check out an entity that has a bunch of meshes and the Material Instances (.w2mi) files are not pulled into the mod with the meshes (.w2mesh). Right?

And that’s why you need to checkout the material instances it uses for the mod.

Here’s how to do that:

  1. First, search for materials that the entity uses.

  2. You can use the Show resources context menu option - right click on the entity in the Scene panel.

2024-06-11_10-05.png
  1. Here you can see a list of all meshes (*.w2mesh)that the entity references.

  2. If you click on them their exact location will be revealed in the Asset Browser. Once you open them up, you can see what are the instances that they are using.

  3. Find the missing material instance(s) in the Materialstab. There you can double click on a value from the the Base column (e.g.: village_stone_wall (instance) ), to reveal its exact location in the Asset Browser, so that you can check out it.

    c6d15052-b519-4486-bfa8-66e668723d36.png

Another solution isFor the last step you can also try:

  • adding all the <your_mod_project_dir>\workspace\environment\textures_tileable\common_materials\skellige\kaer_trolde_houses\*.w2mi files to the mod by checking them out.

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