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#1 Posted at 2011-07-09 20:24        
     
Hey guys how can i use mikebarts vegetation in the editor????

This post was edited by Foxhound (2011-07-09 20:47, ago)


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#2 Posted at 2011-07-09 23:24        
     
You cant, its not for in-game placement afaik its only for placement with Visitor3 while making islands, tried it myself just now and although it loads as a mod its not recognised in the editor, probably because the paths to it haven't been made.

This question is probably best answered by dark though so I will forward him here.


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#3 Posted at 2011-07-10 07:07        
     
# Armaholic88 : Hey guys how can i use mikebarts vegetation in the editor????

You can use it, and its been freely said by mike bart that its able to be used in others islands!
I have previously used it on my own island Nicosia. Anyway, unpack the .pbo and make a folder
in your P drive called "mikebart" then in that one you need to have 2 folders called "mb_rocks"
and "mb_veg" and also the cfgClutter. within them folders you should have the unpacked files
rocks and vegitation. That should be it.

Thanks Viper for pointing this out to me :-)

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palyarmerc  

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#4 Posted at 2011-07-10 10:52        
     
OK heres what I did.

(Someone please show us how to create a file that allows for mikebarts trees to be placed in the editor, lol)

Got all of Mikebarts stuff...

mb_bushes
mb_clutter
mb_englishElm
mb_hemp
mb_manaisland
mb_rocks
mb_trees

put them all in @mikebarts\addons

de-PBO'd the trees.pbo
deleted the $PBOPREFIX$ files
created a config.cpp




named my new pbo MBT_Trees.pbo and added it to @mikebarts\addons

...But I also changed the file structure in mbt_trees.pbo

\data [contained the ElmIcon.paa]
mikebart\_mb_veg\mb_trees\data [contained all the tree.paa's]

The trees were then placeable in the in-game editor with Elm icons

:-)

....that's all folks....!

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#5 Posted at 2011-07-10 11:41        
     
Ooops.. maybe ive misunderstood this, sorry. I thought your trying to get them into Visitor3
to use on a personal map. Now im seeing above how to put them into the editor...

You will need the latest versions to get it in the editor. The first versions wasnt able to do it
but then an update allowed it to be done. Get the 0.7beta here: Rocks / Vegetation.

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#6 Posted at 2011-07-10 11:45        
     
Yeah, I'm not sure now either, but at least he has two options, hehe

Added 4 hours 45 minutes later:

I think I've cracked it.

If you have everything Mikebart, install this pbo into your addon folder and you should get the tree available in your editor.
It's a very small config.cpp file that show the editor the Ulmus Trees. Currently with the elmIcon.

I'll continue to work on this so that everything Mikebart is available (tidy it up nicely for release)

Added 5 hours later:

I have created an editor placement pbo for Mikebarts trees, rocks and clutter
It throws up a cannot load texture cluttergrass2_no.paa , but is otherwise fine

Requires ManaIsland I think, to work properly. Plus his rocks and trees, possibly his English Elm too
as this is just config.cpp files that direct the in-game editor to the objects folders

Mikebarts mb_editor_items.pbo

Added 22 hours 30 minutes later:

Updated to make trees and bushes destructable.
Fixed Rocks to undestructable.
Removed mb_c_grassLush_NM (throws errors)
Only problem is that some clutter objects are HUGE (not scaled correctly)

It's as much as I know how to do, someone else will need to take over...

This post was edited by palyarmerc (2011-07-11 20:03, ago)

....that's all folks....!